[hlcoders] RE: Little problem due to EntSelectSpawnPoint() #1980

2005-06-17 Thread dolphineye
Hello Tony "omega" Sergi Actually the Landmark's system works perfectly. Each player ( and entity ) is restored in the new map with the same positions... In my code, in the CreatePlayer() function ( in hl2mp_player.cpp ), I have done something that tells the engine to check if any "instance" of t

[hlcoders] Little problem due to EntSelectSpawnPoint()

2005-06-16 Thread dolphineye
Hello everybody I managed to make Level Transitions work in multiplayer games thanks to an very SIMPLE method. Though I can make the server give every player their previous equipment, I don't manage to make them get their previous position. Actually, at the moment when we change of level, the play

[hlcoders] RE: How to add a certain "delay" to the server

2005-06-15 Thread dolphineye
Hello. Thank you for your answers. Actually I'd like to make a little mod for me and my friends because we'll have a LAN party on July 2005. I'd like this little "home-made" modification to support Level Transitions. I have made a big work to understand how they work. It seems they CAN work in Mult

[hlcoders] How to add a certain "delay" to the server

2005-06-14 Thread dolphineye
Hello everybody. I'd like to change a little part of the HL2 Code to make the server wait for everyp layer to be connected after a level change in Deathmatch. I have had a look in the bool CServerGameDLL::LevelInit() function in GameInterface.cpp. At the begining of the function I'd like to make

[hlcoders] Zombies problem

2005-06-13 Thread dolphineye
Hello! A few days ago I wanted to change classic-zombiesÂ’ velocity, though I didnÂ’t managed to do it. I understood later the velocity was set by the model itself. Thus, I have recently tried to compile my own Classic Zombie model ( I used milkshape 3d and studiomdl.exe ). Problem: my zombie