It works in the Orange Box template mod, but you have to shut down
prediction or you get some oddities.
On Thu, Dec 9, 2010 at 11:54 AM, Saul Rennison wrote:
> Thanks for the heads up Stephen, but unfortunately, the actual "replay"
> code
> seems to be unfinished/disabled. Note the:
>
> #if defin
Thanks for the heads up Stephen, but unfortunately, the actual "replay" code
seems to be unfinished/disabled. Note the:
#if defined( REPLAY_ENABLED )
In a few places, including around the IReplayHistoryManager interface
singleton, so I doubt it's enabled at the moment. Thanks for the help
though!
Actually, it's CBasePlayer.
extern int g_nKillCamMode;
extern int g_nKillCamTarget1;
extern int g_nKillCamTarget2;
extern int g_nUsedPrediction;
These will need to be set too.
On Wed, Dec 8, 2010 at 2:43 PM, Saul Rennison wrote:
> On 8 December 2010 12:28, Adam "amckern" McKern wrote:
>
> > Wh
On 8 December 2010 12:28, Adam "amckern" McKern wrote:
> Whats your after would be in in_camera.cpp
>
> You may only want a kill cam for a single item, such as a awp
>
> A simple hack in my kind of logic would be to record the last 2 trace
> points on the ammo class, and then change them to a fun
wrote:
From: Saul Rennison
Subject: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod
To: "Discussion of Half-Life Programming"
Received: Wednesday, 8 December, 2010, 7:52 PM
Hi all,
Longtime (many years) reader but very irregular poster, main
, or knows if it would work, but you got a rough idea what
source code you could pile through.
Owner Nigredo Studios http://www.nigredostudios.com
--- On Wed, 8/12/10, Saul Rennison wrote:
From: Saul Rennison
Subject: [hlcoders] Implementing a CoD-style killcam in a multiplayer mod
To
Hi all,
Longtime (many years) reader but very irregular poster, mainly because
I'm not a mod developer but I'd like something big to put on my
University statement for CompSci.
Basically I've always had little niggles with Counter-Strike: Source
and I've always had imrpovements/featured in my hea
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