Hello,
I’m just wondering if there is any documentation on how to use IFileSystem
version VFileSystem009.
I can’t seem to find anything that explains things like whether there are
default search paths, the purpose of Mount and Unmount, how to add paths, etc.
Any help would be appreciated.___
ember 2014 at 08:53, Sam Vanheer wrote:
Hello,
I’m just wondering if there is any documentation on how to use IFileSystem
version VFileSystem009.
I can’t seem to find anything that explains things like whether there are
default search paths, the purpose of Mount and Unmount, how to add
instance of it?
I played with it a while ago - I can't remember if what I did worked but I
didn't use the Mount method, I used the the AddPath (I think) method. The
default search-path is just the mod's root directory I think.
On 11 December 2014 at 21:49, Sam Vanheer wrote:
Yes, i
When i start our GoldSource client dll through Visual Studio 2012 with a
debugger attached, the client dll is unloaded right after being loaded.
The stack trace is as follows:
() Unknown
[Frames below may be incorrect and/or missing]
client.dll!AlertMessage(ALERT_TYPE atype, char * s
Setting m_fInReload to FALSE in the weapon's Holster method should do
the trick.
Op 21/01/2016 om 8:28 schreef Matas Lesinskas:
> how to make interruption of reloading in goldsrc by changeing weapon?
> ___
> To unsubscribe, edit your list preferences, o
I looked around a bit and found nothing that can be used to trigger
entities from plugins. The code for I/O is in the game libraries, but no
interfaces appear to be exported for use in server plugins.
If you're making a plugin for a specific mod and the authors are
willing, you can ask for new
o Linux
>> binaries for what I'm working on but hopefully I can find it in the vtable).
>>
>> On 6 October 2016 at 23:41, Sam Vanheer wrote:
>>
>>> I looked around a bit and found nothing that can be used to trigger
>>> entities from plugins. The co
lobal entity list rather than through some exposed interface - is that
> right?
>
> On 8 October 2016 at 06:41, Tom Schumann wrote:
>
>> Ah thanks - very helpful. Just need to find where this is in the Orange
>> Box code now...
>>
>> On 8 October 2016 at 02:31
Only interfaces exposed in steam_gameserver.h's
CSteamGameServerAPIContext class can be accessed on the server side.
The client side connects to the local Steam client instance, so
whichever account you're logged in as will be used.
Regards,
Solokiller
Op 14/02/2017 om 12:08 schreef Tom S
guess it's not really
> doable from Half-Life with the currently available sources.
>
> On 14 February 2017 at 21:26, Sam Vanheer wrote:
>
>> Only interfaces exposed in steam_gameserver.h's
>> CSteamGameServerAPIContext class can be accessed on the server side.
&g
Could you post the entire compile log, it looks like there are errors
elsewhere that are cascading to cause this problem.
Op 27/02/2017 om 17:20 schreef SK G:
> Hi everyone.
>
> I need help with MonsterMod for Metamod I'm trying link the entities with
> them and I got this error
>
> error C2065:
Also to the mailing list managers, this list is being watched by spambots.
Op 27/02/2017 om 17:29 schreef Sam Vanheer:
> Could you post the entire compile log, it looks like there are errors
> elsewhere that are cascading to cause this problem.
>
>
> Op 27/02/2017 om 17:20 schr
barney.cpp(42) : error C2078: too many initializers
> \monster mod 2017\dlls\barney.cpp(42) : error C2275: 'CMBarney' : illegal
> use of this type as an expression
> \monster mod 2017\dlls\cmbasemonster.h(653) : see declaration of 'CMBarney'
> Error executing cl.exe.
>
&g
beit poorly.
Op 27/02/2017 om 18:09 schreef SK G:
> Exactly It's the same bro if you can help me i appreciate very much
>
> if you need the source pack i send you via private mail
>
> 2017-02-27 13:29 GMT-03:00 Sam Vanheer :
>
>> Could you post the entire compile lo
f SK G:
> Thank you for the answer but i need link the entities for place monsters
> via map and don't for text/cfg how is done.
>
> I don't know what is the method more efficient for this.
>
> Sorry for my bad english haha
>
> Thanks a lot!
>
> 2017-02-27 14:
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