ur mod.
Jan
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Richard O'Brien
Gesendet: Dienstag, 8. Oktober 2013 18:32
An: hlcoders@list.valvesoftware.com
Betreff: Re: [hlcoders] Error: setuparra
Having this same issue with our mod too. Opting into the Steam beta doesn't
seem to fix it. Like yourself, this only started today.
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I am running into exactly the same issue. Re-added back in December,
unsubscribed around January, and now I'm receiving email again. Hell, I had
just unsubscribed *again* a few days ago.
On Thu, Apr 14, 2011 at 4:20 PM, Rodrigo 'r2d2rigo' Diaz wrote:
> I'ts GLADoS' fault. Blame her.
>
> 2011/4
er
to fix early mistakes.
In any case, good luck.
On Thu, Feb 24, 2011 at 3:35 PM, Richard O'Brien wrote:
Thanks for the input.
> Date: Thu, 24 Feb 2011 12:36:50 -0600
> From: xnicho...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Soccer Sou
Thanks for the input.
> Date: Thu, 24 Feb 2011 12:36:50 -0600
> From: xnicho...@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Soccer Source mod
>
> i like playing soccer outside
>
> On Sun, Feb 20, 2011 at 6:29 AM, Richard O'Brien
This is a complete newbie question, so try to bite your lips! I eventually want
to make a mod for Source where you can play soccer/football. The original
coder/creator of International Online Soccer: Source has been awol for a long
time now, and doesn't want to share the source code with the te
I'm looking to try and learn how to program for a Source mod, but struggling to
find resources. I'm a Computer Science graduate and the language I've mostly
used is Java, but I just don't know really where to start when it comes to
games programming. I've never touched it before and I don't kno
Same here, except my unsubscription was from about 3 years ago. If they
restored it from a backup that's an old backup.
On Sun, Dec 26, 2010 at 4:27 PM, Jorge Rodriguez wrote:
> Valve probably just restored their single old mailing list server from a
> backup or some other shenanigans. Just
of doing
it externally if you want to just team_say it, assuming this isnt some
attempt at a hack. it would be a simple plugin though
On Fri, Dec 3, 2010 at 3:04 PM, Richard Patschwrote:
On 03.12.2010 22:06, Marc DiMillo wrote:
This is something you would need a plugin for. That might
unter Strike 1.6 in C# or C++ that writes the current
money into the team_chat at the beginning of every round. Would VAC
recognize it as cheat if it would work?
Best Wishes
Richard
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ation for Counter Strike 1.6 in C# or C++ that writes the current
money into the team_chat at the beginning of every round. Would VAC
recognize it as cheat if it would work?
Best Wishes
Richard
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Sorry about that, not entirely certain what went wrong there.
The distance is perceived from the perspective of the target only,
irrespective of whoever has the worse latency
And James I have considered that option, but as you say I'd prefer a more
direct solution
> On whose end are hits achieved at a distance? The attacker or the target?
>From the perspective of the target only, irrespective of whoever has the
worse latency
And James I have considered that option, but as you say I'd prefer a more
direct solution
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r people have at least noticed this
problem, otherwise I'll have to assume I introduced the problem myself
via prior modifications.
I would greatly appreciate any help or advice.
Richard.
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I'm not convinced touting a common Java UI is a good thing. Java apps,
as a rule, look awful and have terrible interfaces.
I'd go with .Net over Java, Mono ftw!
- Rich
Jorge Rodriguez wrote:
> If you avoid windows.h I find it easier to port C/C++ to other platforms
> than Java. If you don't avo
Hi List,
I'm trying to get the player to emit a particle effect when they sprint
but just can't get the damn thing to work.
I've tried putting the following in CHL2MP_Player::StartSprint but no
particles get emitted:
Vector final = GetAbsOrigin();
final.z += 30;
final.x +=
Hi List,
I need to alter the standard rocket so that it doesn't explode on
contact with weapon models that are found in the world, any pointers on
how to go about doing this?
The rocket needs to just pass straight through the weapon as if it
wasn't there.
I've tried fiddling with SetCollision
Hi List,
I haven't looked in to this in depth yet, but wanted to see if anyone
else has come across this issue.
I'm working on an Orange Box mod and haven't changed any of the fire
bullets / tracer code, but when I hit another entity, the tracers get
shown twice.
Ordinarily they're fine, but
Finally found the problem, turns out I needed to add new_gamerules to
the list of preserved entities too.
Bleh, oh well, works now.
Thanks,
Rich
Andrew Ritchie wrote:
> it's a bit messy looking but assert in release mode usually replaces with
> nothing or in Source's case ((void)0) instead of t
Hi List, I'm stumped again so once more I turn to you...
I've implemented a new set of gamerules that derive from hl2mprules
which I think I may have based on this at the VDC:
http://developer.valvesoftware.com/wiki/New_Gamerules
If not, I've implemented all the same things.
Problem is when add
rstanding that the gamerules networks its variables
> through a proxy class rather than through itself. Have you implemented
> an inherited proxy class as well as the gamerules class? Check the SDK
> game rules class to see what I'm talking about.
>
> --Bob
>
>
>
>
&
Don't be silly, they're off in the bahamas relaxing in hammocks and
sipping mojitos...
Rich
Jonathan Murphy wrote:
> Hahaha..
>
> I'm pretty sure most of Valve is busy finishing up what they can on L4D2.
>
> On Friday, October 9, 2009, botman wrote:
>
>> I called 911. The wambulance is on t
Merging really isn't all that scary once you've done it a few times, and
as long as you keep you change sets small and to the point, it shouldn't
pose you any problems.
Of course that only really matters if you're working with someone else
at the same time.
Rich
DAV wrote:
> ...VSS 'Get lates
A generous sole posted some grappling hook code a couple of days ago on
this very list, may make for a good starting point:
http://developer.valvesoftware.com/wiki/Grapple_Hook
- Rich
Ben Mears wrote:
> Have you heard about the mod "Smashball" ? You can download it from the Mods
> section of St
own to whatever works for your
team, and for me, being part of a small group is great.
Rich
Harry Jeffery wrote:
> @ Richard
>
> I learn by reading through the code and experimenting. Sometimes there
> are previous implementations I can use for reference. If someone wants
> to help
It can make sense on anything larger than a small mod, after all the SDK
is a large codebase, and we don't all have the time to be expert in
every single area of it.
Although hlcoders does help with that :)
Also you have to start somewhere, and having a mentor that knows the
code better than y
Beyond Compare (http://www.scootersoftware.com/) is your friend.
Wonderful bit of software when you need to port to an updated sdk, or
just see what's changed. Can compare directories so you can see which
files have changed at a glance, as well as doing individual file
comparisons.
Rich
-
for this was in the latest SDK release, wasn't it?
>> /ScarT
>>
>>
>> 2009/7/23 Richard Slaughter
>>
>>
>>> Hi List,
>>>
>>> This has been discussed before but I can't find any concrete advice to
>>> get TF2 style playe
Hi List,
This has been discussed before but I can't find any concrete advice to
get TF2 style player collisions working fully (team mates can pass
through each other, enemies are solid).
I've gotten as far as modifying PlayerSolidMask to:
unsigned int CGameMovement::PlayerSolidMask( bool brush
Hi List,
I'd like to be able to display the key for a current command, e.g.
"phys_swap", on the HUD.
Is it possible to find out what key is currently bound to a command on
the client?
Thanks!
Rich
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Nevermind, 2 seconds later found that
g_pClientMode->GetViewportAnimationController()->CancelAllAnimations();
is called in ResetHud which is called on respawn.
Guess I'll need to find a way to work around it :/
Cheers,
Rich
> On further inspection it seems as though HUD animations stop when the
On further inspection it seems as though HUD animations stop when the
player respawns. Anyone know if something happens to the HUD on respawn
that might affect the animations?
Thanks,
Rich
> Hi List,
>
> I've been trying to make use of hud animations by adding the following
> to HudAnimations.
>
> On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter
> wrote:
>
>
>> That's essentially what I was asking how to do, any pointers on where to
>> look for drawing to a texture instead of the hud?
>>
>> For now I've created an array of 40 font
Hi List,
I've been trying to make use of hud animations by adding the following
to HudAnimations.txt:
event ShowMessage
{
Animate JBMessage CurrAlpha"50"Linear 0.0 0.2
Animate JBMessage CurrAlpha"200"Linear 0.2 0.3
Animate JBMessage Cur
>>> you get the material showing the point camera, you can dolly the camera
>>>
>> in
>>
>>> and out for your effect.
>>>
>>> There is a pretty good point camera tutorial on the wiki.
>>> I can send you the link later
>
Hi List,
I'm looking to make a hud element where the text being displayed shrinks
down in size smoothly over time.
So far I've discovered that DrawSetTextScale only works for Bitmap
fonts, which would be nice to avoid so that it will work with the
existing ttf fonts that we're using.
I'm assu
Hi List,
So this is a fun one, does anyone know why health pickups (big and
small) don't work in a stock OB Multiplayer mod?
Weirdly this only affects stand alone servers, running as either a
listen server or from the dedicated server that's part of Steam, they
seem to work fine.
This is lite
t; [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard
> Slaughter
> Sent: March-03-09 4:12 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Changing mod folder causes Lost Coast background to be
> loaded
>
> Ok, this is just irritating me now.
Ok, this is just irritating me now.
I created my mod in a directory OBTestMod whilst I was messing around,
and now am moving it to the actual named mod.
However, when I copy the directory to say OBTestMod2, and update
gameinfo.txt to have the gamename = OBTestMod2 on starting the mod the
Lost
Hi List,
I'm just starting to get in to doing an OB SDK mod and was wondering if
there's a known list of issues floating around anywhere?
For example I've already come accross an issue with jittery player
movement which I'm sure I've seen addressed before, don't suppose
they've been collected
To play announcement messages to players I've made use of the SendAudio
HUD message, although there are a few tweaks needed to enable it:
In hud.cpp find
#ifdef CSTRIKE_DLL
DECLARE_MESSAGE(gHUD, SendAudio);
#endif
and comment out the #ifdef and #endif, do the same for
#ifdef CSTRIKE_DLL
HO
Hi,
How do you have your debug settings setup, did you follow:
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code
Rich
Phil wrote:
> Hi all,
>
> I'm sorry if this is a silly question as I'm sure I must be missing
> something obvious but I've scoured the forums and
Just forwarding...
http://forums.steampowered.com/forums/showpost.php?p=8937732&postcount=9
-Richard Eid
On Tue, Jan 20, 2009 at 9:10 AM, botman wrote:
> Nick wrote:
> > you people complain too much i think
>
&g
I figured as much, thanks.
Rich
Jorge Rodriguez wrote:
> Nothing an Orange Box particle system does can be queried or have any effect
> on the gameplay. In other words, you can't see what individual particles
> doing or have any callbacks into the game when they collide with one thing
> or anothe
Hi List,
I haven't looked in to this in too much detail yet, so am just looking
for some general advice.
I want to implement a weapon that will use a particle effect when it
fires (think flamethrower), ideally damaging people who are touching the
effect.
The question is, how to deal with coll
> -Tony
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard
> Slaughter
> Sent: January-17-09 10:56 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoder
ther ideas?
Thanks,
Rich
Tony Sergi wrote:
> When you go to change it, SetModel(GetWorldModel());
>
>
> -Tony
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard
> Slaughter
Hi List,
I'm having a problem changing a weapon's world model dynamically during
play.
I've altered CWeaponHL2MPBase::GetWorld model so that it does the following:
if(GetHL2MPPlayerOwner() && GetHL2MPPlayerOwner->ShouldShowOtherWeapon())
return GetWpnData().szAltWorldModel
else
return G
Hi List,
We've been having a crash issue for a while which I have no idea how to
diagnose. As far as I know I haven't touched any of the code in any of
the functions in the call stack, so I've no idea what's crashing it,
however it only seems to occur on one map where we have a physics object
Hi List,
Hopefully I'm just missing something obvious, but I'm having trouble
changing the player model's skin.
Our player model has been setup with multiple skins, as have our weapons.
For the weapons I can simply set the m_nSkin value in the weapon itself
and the ViewModel and that works fin
That's what they're working on. Currently, demos are tied directly to the
Source engine's networking protocol. I'd imagine they'd be moving to a more
"portable" format, but all we can do is speculate at this point.
-Richard Eid
On Thu, Sep 18, 2008 at 2:13
Old demo files are a lost cause. All I can say is that they are actively
working on a new demo format that won't have this problem.
-Richard Eid
On Wed, Sep 17, 2008 at 1:10 PM, Tom Leighton
<[EMAIL PROTECTED]>wrote:
> Isn't voice saved as .wav files rather than inside th
ion on
>>>> a NV Quadro 4500FX2 and a pretty fast desktop.
>>>>
>>>> Perhaps a recent Source engine modification, or the Win XP SP3 push
>>>>
>>>>
>>> isn't
>>>
>>>
>>>> playing well with my GPU dr
Hi again List,
I'm having a weird issue with a trigger entity which is derived from
CBaseTrigger, which I'm using the StartTouch and EndTouch methods from
to flag the player as in a certain state.
This generally works fine, however if a player mounts or dismounts a
ladder that is within the tr
Hi List,
I'm having a couple of issues with my HL2MP mod:
Firstly, some players have been reporting the following error on
starting the game:
"Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer"
This doesn't happen to all players, and I've never experienced it
personally so I was wond
Hi List,
Another issue I'm having a problem solving is that if a player is firing
their weapon when they bring up a VGUI screen that captures the mouse
input with SetMouseInputEnabled then the weapon stays firing.
This is very annoying as the gameplay is round based, with a VGUI screen
being
You need a file named steam.inf in your mod directory with a single line:
appID=215
We had the exact same problem you describe, and adding this file solved it.
Cheers,
Rich
Tom Leighton wrote:
> Maybe a server issue then? Possibly steam.inf ?
>
> Tom Edwards wrote:
>
>> I don't think this ha
Perhaps we were all just afraid to try. <.<
-Brackhar
On Mon, Apr 7, 2008 at 12:17 PM, Tony Paloma <[EMAIL PROTECTED]>
wrote:
> Whoa -- attachments work now? Is it limited to .txt files? Am I crazy and
> it
> has always been like that?
>
> -Original Message-
> From: [EMAIL PROTECTED]
>
So the engine version isn't different at all?
Any ideas why launching the game says "Starting HL2DM" as opposed to
"Starting "?
Thanks
Nick wrote:
> sdk base = hl2mp without hl2dm gcf
>
> On Fri, Mar 21, 2008 at 9:26 AM, Richard Slaughter
> <[EMAIL PROTEC
Hi List,
I'm not sure if this is the correct list for the question (may be better
suited to HLDS list), so apologies before hand if it's not...
My mod is based on the Source SDK Base and has APPID=215 in Gameinfo.txt
We've had a dedicated server up and running for a while and it's been
runnin
Hi List,
I'd like to create an effect similar to the medic beam in TF2, but have
no idea where to start.
Is the beam some sort of particle effect or shader effect? If someone
could point me in the right direction I'd appreciate it, I have no clue
where to get started on this.
Thanks!
__
size of your screen? Because it looks
like the panel is only the size of 3/5's the screen size
Richard Slaughter wrote:
Hi,
Doesn't seem to work for me.
I've followed the tutorial, and call SetBounds with the results from
GetHudSize (which provide the correct values, e.g. 1280 x
scope tutorial should have the wide screen fix as i added this my self.
On Sun Mar 2 5:18 , 'Tony \'omega\' Sergi' sent:
--
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MOTD just centers on the screen.
On Sat, Mar 1, 2008 at 3:59 PM, Richard Slaughter <[EMAIL PROTECTED]>
so at your own risk, It's just a thought ;)
On Sat, Mar 1, 2008 at 3:23 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:
oh wait, that's orange box. heh sorry.
;-)
Lemme poke around and I'll get back to you.
On Sat, Mar 1, 2008 at 3:17 PM, Richard Slaughter <[EMAIL PROTEC
Sorry I must be missing something. If I set wide to "f0" in the
HudLayout.res the element doesn't show up at all?
Thanks.
Tony "omega" Sergi wrote:
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use f0 for with instead of 640.
-Tony
On Sat, Mar 1, 2008 at 2
Hi List.
I'm having some issues with VGUI in when in a widescreen aspect ratio.
The issue is basically that the width of the VGUI elements doesn't
appear to be being reflected properly based on the aspect ratio, leading
to elements that are on the left of the screen rather than centred properly.
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Yeah, the steam community chatroom may be a bit of a more logical chatting
place...
-Brackhar
On Mon, Feb 25, 2008 at 8:26 AM, Adam Maras (memzero) <
[EMAIL PROTECTED]> wrote:
> We already have one of those ;-)
>
> // Adam
>
> Tom Edwards wrot
e function. You'll see
by default it assigns a gender of none then tries to deduct the gender
based on file name.
Theres probably a much simpler way but I cant think what it was right
now but searching the SDK for "gender" code should yeild the answer.
- Jed
On 19/02/2008,
Hi List,
My mod is based on HL2DM and I want to get rid of the combine player
sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
PLAYER_SOUNDS_CITIZEN.
This works fine, but now my combine players seem to be having gender
issues as they use female sounds.
Does anyone know how to
Thanks, that works great.
The problem I now have is that the weapon has a beam like tracer effect
(which I implemented as a new tracer in fx_hl2_tracers.cpp) which works
the same way as the other tracers, namely that it gets created starting
at the muzzle attachement of the weapon model.
This is
Hi List,
I have implemented a weapon that zooms in the same way as the crossbow,
but there seems to be some weird effect happening with the weapon model
ending up at the top left of the screen when zoomed in (presumably an
effect caused by warping the FOV).
Can anyone point me in the right direc
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Ben,
Does your game crash when you try to run in release mode as well?
-Brackhar
On Jan 29, 2008 1:49 PM, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
> Something maybe related: ep1 tools still ignore the game setting in the
> SourceSDK menu an
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The linking bug was actually a result of me not including enough the of
HL2MP weapon hierarchy. Please ignore.
-Brackhar
On Jan 27, 2008 1:31 AM, Nick <[EMAIL PROTECTED]> wrote:
> yes, wait one month after valve stops updating the sdk, then de
--
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Here's another one to add to the pile:
Should you attempt to include weapon_hl2mpbasehlmpcombatweapon.cpp into your
code you'll receive a linking error with sk_auto_reload_time. This is an
externally linked convar that, for some reason, currentl
--
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As I don't know the common process for reporting issues with a beta SDK
release, I thought I'd go ahead and start a new thread so that we can
consolidate this. We all know of the issues regarding the iviewrender and
the gameid at this point, so I
--
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So after applying the fix I'm running into a problem as well. While I'm now
able to compile the mod and launch the game to get to the menu, whenever I
attempt to create a server I'm disconnected immediately with the following
error:
DataTable wa
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Followup question: Any recommendations for this engine release if we should
use scratch or HL2MP for multiplayer mods?
-Brackhar
On Jan 24, 2008 7:00 PM, Richard Hough <[EMAIL PROTECTED]> wrote:
> The new code documentation and org
--
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The new code documentation and organization is awesome. I'm really looking
forward to working with this new code base as compared to the old one.
\o/
-Brackhar
On Jan 24, 2008 6:39 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:
> I am noti
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Hmm, odd. I know I've had problems with some HLCoders messages from people
whose clients mangle the quoted text, but generally GMail should auto-hide
quoted text for you. Do you have this problem on all messages or from just
a few select people?
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The answer, as Garry mentioned, is a better Email program. GMail keeps
everything nice and clean. :D
-Brackhar
On Jan 24, 2008 12:49 PM, Garry Newman <[EMAIL PROTECTED]> wrote:
> What are you using to read the messages?
>
> My gmail hides the
--
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Good idea. If enough people join perhaps the chat channel can actually
become useful for collaborative work. :O
-Richard
On Jan 8, 2008 5:43 PM, Adam Maras (memzero) <[EMAIL PROTECTED]>
wrote:
> http://steamcommunity.com/groups
of it elsewhere (and such things are
> generally driver related).
>
>
> On 11/10/07, Richard Slaughter <[EMAIL PROTECTED]> wrote:
> > Hi List,
> >
> > I'm trying to create a simple stealth effect on the player by setting
> > the render mode t
Hi List,
I'm trying to create a simple stealth effect on the player by setting
the render mode to kRenderTransTexture and then setting the render
colour with a low alpha value:
m_nRenderMode = kRenderTransTexture;
SetRenderColor( 255, 255, 255, m_flCurrentAlpha );
This is called in void CHL2MP_
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Thanks for all the advice so far guys, it's quite helpful! Keep it coming!
:D
Quick question about the RPG though - I thought the RPG implementation was a
painted dot ala the sniper rifle in TF2, not a full on beam everyone could
see?
-Ri
dge through the code ourselves and hack something in, learning how to
write efficient code in this SDK is of high value to us and for that we
thought your insight might be helpful. :)
-Richard "Brackhar" Hough
--
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Hi list,
I'm in the process of adding some new weapons to our mod which have new
firing effects.
I'm currently getting the muzzle position of the first person model by
using the named muzzle attachement, and the effect is created in the
right location at the end of the gun in first person.
Howe
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What about attempting to utilize the advertising space in the loading % bar
dialog? I may remember incorrectly, but I believe Dystopia does this.
On 8/16/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
>
> You could, except the loading dialog code i
Hi List,
I've just been looking at the MapOverview and have noticed that players
info is only updated when they are in the client's PVS.
This obviously means that the full screen overview doesn't work too well
when your team mates are on the other side of the map.
My question is: would it be be
Hi,
I'm currently working on the radar for our mod and I'm just wondering if
it's possible to access entities specified in the map on the client. I
want to do this so that I can show the nearest of a certain type of
entity on the radar without having to send that information from the
server to th
entity and do the effects->CL_AllocDlight in Simulate or Think.
>
> There's a perfect example of this in dynamiclight.cpp and
> c_dynamiclight.cpp.
>
> phew
>
>
> garry
>
> On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote:
> > -
--
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That seems like a little bit of a tricky problem. My question to you is why
only make the players that you can see glow? From the player's perspective
all of the other players could be glowing and he wouldn't know, as from his
perspective only t
some variety, and the flare should last for 20 seconds with a 4 second
fadeout.
Thanks for your help.
On 7/26/07, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> How are you making the lights? Can you paste the code?
>
> On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote:
t sure what the tempents are
> reporting as their entindex but it sounds like they're reporting the
> same thing so each tempent is editing the same light..
>
>
> garry
>
>
> On 7/26/07, Richard Hough <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked
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I have a quick question for the list. I'm currently trying to create a
flare that begins emitting light for twenty seconds after coming to rest.
I've been successful in creating the flare, firing it, and turning on the
first light, having borrowe
" way than either of these two methods, but remember that
you can put in a flagmask when issuing the calls. With the correct mask you
can limit what is touched by the call and reduce its resource utilization.
Botman is right though, moving to a timer interval would probably be the
best option.
Isn't it "npc_turret_floor", rather than "npc_floor_turret"?
R.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
Sent: 01 May 2007 10:07
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] npc_turret_floor Spwaning Problems
It's usual
> > Dest Romano wrote:> > Try checking if any nodraw flags are set on the turret.> >> > Original Message Follows> > From: Richard <[EMAIL
PROTECTED]>> > Reply-To: hlcoders@list.valvesoftware.com> > To: hlcoders@list.valvesoftware.com> > S
That's what I was looking for, but I've yet to find any EF_NODRAW flags
being set or similar.
Rich
Dest Romano wrote:
Try checking if any nodraw flags are set on the turret.
Original Message Follows----
From: Richard <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valv
Hi,
I've been working on getting the turret_floor working in multiplayer,
and on the whole it is working well.
One final issue I keep on encountering is the turret's model
disappearing in game. You can still see the turret is there as it's
'eye' is still glowing, and it will still shoot at you,
!StandardFilterRules( pServerEntity, contentsMask ) )
return false;
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
return !pEntity->IsPlayer();
}
On 2/11/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
make a new filter that ignores CLASS_PLAYER ;)
On 2/11/
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