Re: [hlcoders] Map reset.

2008-04-29 Thread Robin Walker
My suggestion would be to remove entities. 1599 with 1 player in the server is pretty damn crazy. TF2 doesn't reach that with 24 players, and it generates a lot of projectile weapons. Do you have lots of prop_dynamics you can change to prop_static? Robin. -Original Message- From: [EMAIL

Re: [hlcoders] Map reset.

2008-04-28 Thread Robin Walker
We ran into this problem in TF2. The problem is that the engine won't re-use edict slots for a small amount of time, to avoid networking problems with lag potentially causing client / server confusion about what entities. So when you destroy and recreate a lot of entities in a single frame, the

RE: [hlcoders] RE: RE: AI in multiplayer

2007-09-20 Thread Robin Walker
It looks like the combine soldier is trying to run TASK_GET_PATH_TO_ENEMY_LKP, which generates a path to the enemy's last known position. This task is failing, however, because it cant build a route to that position, which sets the COND_ENEMY_UNREACHABLE condition, causing the

RE: [hlcoders] Problem with NPC and VCD

2006-07-25 Thread Robin Walker
pointing to SitChair_to_Idle to make them stand up. I'll try the npc_relationship and see if that works. Thanks, Thomas - Original Message From: Robin Walker [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, July 24, 2006 9:58:48 AM Subject: RE: [hlcoders] Problem

RE: [hlcoders] Problem with Actbusy

2006-07-24 Thread Robin Walker
This means that Alyx couldn't find an actbusy hint within the zones she was looking in. The default zone is a sphere around her origin, with a radius of the ActBusy search range (passed in via hammer as the busysearchrange key on the actbusy goal entity). So she's too far from the actbusy hint to

RE: [hlcoders] Putting an entitys position on the hud with a graphic and other bonus questions.

2006-04-10 Thread Robin Walker
If you have a clientside entity that you'd like to position a hud element around, use these utility functions in cdll_util.cpp: bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int iX, int iY, Vector *vecOffset ); bool GetVectorInScreenSpace( Vector pos, int iX, int iY,

RE: [hlcoders] NPC's In Multiplayer

2006-02-16 Thread Robin Walker
And if you want to override the default relationship dynamically in response to game events (i.e. making him hate a particular player over the others) you can: - Use the AddRelationship(), AddEntityRelationship() or AddClassRelationship() functions. - Override the IRelationType()

RE: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Robin Walker
In the past we've written some guidelines on general mod making (on the wiki at http://developer.valvesoftware.com/wiki/Making_a_MOD ), and we're planning to expand it soon with more of a focus on mod design team building (right now it spends most of its time on the shipping process). One of the

RE: [hlcoders] Lost Coast Commentary System

2005-10-31 Thread Robin Walker
I updated the wiki with a breakdown of the how to use the Commentary System. http://developer.valvesoftware.com/w/index.php?title=Commentary_System http://developer.valvesoftware.com/wiki/Point_commentary_node It's all contained within the game client DLL, so you'll need to merge

RE: [hlcoders] New to Source and AI questions...

2005-09-07 Thread Robin Walker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There is already a system to control squad mates as you describe. Take a look at the ai_ally_manager entity. It counts squad mates and fires outputs based on the count, which the mapmaker can then

RE: [hlcoders] increasing the vertex buffer size

2005-08-01 Thread Robin Walker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] VERTEX_BUFFER_SIZE is a limit on the number of vertices in a single batch. You can have many more vertices in a map than that, but they'll get batched up so you don't hit this limit. If you're seeing

RE: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Robin Walker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Some useful wiki pages: http://developer.valvesoftware.com/wiki/Ai_show_connect http://developer.valvesoftware.com/wiki/Node_graph http://developer.valvesoftware.com/wiki/Ai_moveprobe_debug

RE: [hlcoders] How do lighten/darken a material from the Source Code

2005-07-22 Thread Robin Walker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Zombies scorch themselves black as they take fire damage. Look for calls to the Scorch() function in their code. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

RE: [hlcoders] NPC activities

2005-07-05 Thread Robin Walker
Actually, these aren't activities. They're really two things: - entries in the actbusy.txt file list of actbusies (which I won't go into here). - sequence names. NPCs play animations by sequence. Activities are a way of abstracting away sequence names from animation concepts, and

RE: [hlcoders] NPC activities

2005-07-05 Thread Robin Walker
(the material system sounds like it does the same sort of thing)? And that reminds me, I need to update the actbsuy diagram. Robin Walker wrote: Actually, these aren't activities. They're really two things: - entries in the actbusy.txt file list of actbusies (which I won't go into here

RE: [hlcoders] platform trigger touch not working in SDK

2005-06-25 Thread Robin Walker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Make sure you've got the trigger's spawnflags set correctly. From triggers.h: enum { SF_TRIGGER_ALLOW_CLIENTS = 0x01, // Players can fire this trigger SF_TRIGGER_ALLOW_NPCS = 0x02, // NPCS can

RE: [hlcoders] platform trigger touch not working in SDK

2005-06-25 Thread Robin Walker
Of Robin Walker Sent: Saturday, June 25, 2005 2:33 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] platform trigger touch not working in SDK This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Make sure you've got the trigger's spawnflags set

RE: [hlcoders] platform trigger touch not working in SDK

2005-06-25 Thread Robin Walker
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] To visualize the plat_trigger, you should be able to just type ent_bbox plat_trigger in the console. Any problems in the plat_trigger size/position will most likely be caused by the code in

RE: [hlcoders] Hull3?

2001-12-17 Thread Robin Walker
Yahn and I found a bug in the SDK when we were helping out the AirHL guys with their hitbox problems. In the GetHullBounds() functions in the client game dll's, you'll see this code (slightly different on svr): switch ( hullnumber ) { case 0: //