Just a query but I was wondering:
In Half Life 2 when a player is blown up and flys into a wall. Are they
meant to leave a blood mark be default?
Also when you shoot a dead bodie is it meant to leave the flesh decales
on it?
Just wondering; because if not I will need to implement these features
I am using this to spawn gibs; however the gibs don't seem to be solid.
If I walk over them or shoot at them it just goes through the gib as if
it where not there?
Anyone have any idea how I can resolve this problem?
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: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio
Sent: Wednesday, March 21, 2007 10:18 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SpawnSpecificGibs()
I am using this to spawn gibs; however the gibs don't seem to be solid.
If I walk over them or shoot at th
I have compaired the HL2 base and the HL2DM Base and I can't figure out
why in HL2 you can pickup small physics props with the USE Button and
you can't in HL2 DM?!
Could some one please help me with this? I would like to enable this
feature in HL2DM but can't understand how.
I have trawled throu
was a bit wonkers at times due to the way item
pickup was written I think. I sadly do not have the code anymore as I
reformatted multiple times since then (just a few days ago for Vista),
once
I get steam up and running I will look over it again.
- Original Message -
From: "Mukkan
Woah.. Yeah thanks man. O_O
I came across that function so many times and thourght nothing of it. I
was expeting code to be in the actuall function I was looking for.
Emiel Regis wrote:
http://articles.thewavelength.net/707/
This might help you, if you already didn't do that.
Cheers,
Millz
This is a multi-part message in MIME format.
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The attached zip file contains a 3D model I am trying to port into HL2 DM.
It is a penis yes; but let's try and be serious about this. It afterall
does have a serious purpose and we are all mature people here.
It shows up in game as the big red "Err
Is there a function called when a player frags another player? Such as
when you get killed Event_Killed is called.
Thanks,
Mukkan
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For some reason when using these functions on the local player
(UTIL_PlayerByIndex( 1 );) they only ever return 1.
No matter how much I kill myself, FragCount and DeathCount will return 1.
Is these something i'm not quite understanding here about how these
functions work or something?
Thanks,
M
Yeah but then it doesnt return anything?
Benjamin Davison wrote:
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[ Picked text/plain from multipart/alternative ]
If you are working with the local player I think you should use
CBasePlayer::GetLocalPlayer(); instead.
On 3/29/07, Mukkan Yhtio <[EMAIL PROTECTED]> wrote:
For some
I would like to identify what model I am currently looking at by the
name it is given in hammer? If this is possible could some one help me out.
I am assuming CBaseEntity's GetModelName() but I cannot test this right now.
Any confirmations or corrections are appreciated.
Thanks,
Mukkan
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it returns it in 'string_t' format.
- Original Message -
From: "Mukkan Yhtio" <[EMAIL PROTECTED]>
To:
Sent: Thursday, April 26, 2007 2:47 PM
Subject: [hlcoders] Identifying Models via Hammer Name
I would like to identify what model I am currently looking at b
I have written the following code the spawn the "npc_turret_floor" entity.
CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
"npc_floor_turret" );
pEntity->Spawn();
pEntity->SetLocalOrigin( local_origin );
pEntity->SetLocalAngles( local_angles );
pEntity->AddSpawn
Well I recorded some perfect voice overs; and they wont play due to
"32000hz" rate.
I don't know how the hell I can fix that without messing up the speed at
which the wav files are played at... ultimatly rendering the files usless.
Anyone have any idea what I can possibly do here?
All I know is
Hey i've looked around and can't really find an answer.
What I would like to do is dynamically increase a weapons ammunition.
I know that I can get the pointer to the Current Active Weapon (and then
I suppose I could identify it by model name) however that doesnt help me
at all.
What I would li
Thank you, I found that very helpfull. :)
Greg Scott wrote:
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[ Picked text/plain from multipart/alternative ]
Yup, IIRC, weapons only store the ammo currently in the clip, in m_iClip1
and m_iClip2, the player stores the ammount of ammo/etc. that they have in
reserve. Here's a little code ripp
Hey,
I've been toying with the flaregun code and I have hit a stange problem
that I just don't understand.
I've looked over the code and can't seem to find what's responcible for
the projectile's spread so I assume that the 3D world's gravity and
whatnot effects the projectile once it's been la
and 10 is wide, of course you can have a 90 cone, but
that is going to be bloody wide.
EG. 357 uses a 1, mp7 uses a 4
Adam
--- Mukkan Yhtio <[EMAIL PROTECTED]> wrote:
Hey,
I've been toying with the flaregun code and I have
hit a stange problem
that I just don't unde
Well most of what you might want to change on the server's side is
stored in script files anyway. So just modify the HL2 DM script files
(you will probably need to extract them from the GCF's and possibly
unencrypt .ctx files).
Ook wrote:
Is it possible to make a HL2MP server side only mod? IOW
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