The correct path would be test.wav. When are you trying to precache
the sound? It probably isn't going to work on plugin load.
On 7/10/05, Ratman2000 [EMAIL PROTECTED] wrote:
Hello,
i cant find a way to precache an extern sound... Tested it with this ways:
EngineSounds-PrecacheSound(
It was one of the first things done when the plugin SDK came out.
On 7/6/05, Belcherman[BTC] [EMAIL PROTECTED] wrote:
Some of you said it couldn't be done.. Well take a look at
this... I was gonna code all this myself until I found out
it was already done. I have
I think they are in the NPC code. For example, this is in
dlls/hl2_dll/npc_zombie.cpp:
AI_BEGIN_CUSTOM_NPC( npc_zombie, CZombie )
...
DECLARE_ACTIVITY( ACT_ZOMBIE_TANTRUM );
DECLARE_ACTIVITY( ACT_ZOMBIE_WALLPOUND );
On 7/2/05, Tom Edwards [EMAIL PROTECTED] wrote:
But if you use that in a plugin in a mod that has changed the
CBaseEntity class, it will not work.
On 7/1/05, LDuke [EMAIL PROTECTED] wrote:
http://www.hl2coding.com/forums/viewtopic.php?t=557highlight=sethealth
has this:
// Get CBaseEntity pointer for an edict
CBaseEntity
Just think of all the complaints as requests for improvements to the
plugin menu API.
On 5/22/05, Draco [EMAIL PROTECTED] wrote:
agreed. plus, we're all smart people (except for nuclearfriend :p) you
can find a way to get your plugins working under the real api
--
Draco
Another problem is that some engine commands use Con_Print for only
part of their output, so when you run the command though RCon half of
it goes through RCon and half of it is printed to the server console.
I think an example of this is the find command.
On 5/16/05, dackz [EMAIL PROTECTED]
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