RE: [hlcoders] Triggering a door from the client

2003-02-03 Thread Michael Shimmins
Monday, February 03, 2003 12:08 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Triggering a door from the client Yeah using a user var sounds like the way to go. Lag isnt' an issue, doors will just open normally in MP, this is for SP story only. Could use a vuser. Store the ID of the door

RE: [hlcoders] Triggering a door from the client

2003-02-02 Thread Michael Shimmins
guys, Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Jeff "Codiac" Fearn Sent: Monday, February 03, 2003 11:34 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Triggering a door from the client > Ideally this should be able to be done

Re: [hlcoders] Triggering a door from the client

2003-02-02 Thread Jeff \"Codiac\" Fearn
> Ideally this should be able to be done so that the player > can't emulate it via console commands etc. Put the code in the players iuser4 variable, then check it in the activators pev->iuser4 ... might have to allow for some lag though... Jeff "Codiac" Fearn ---

Re: [hlcoders] Triggering a door from the client

2003-02-02 Thread Persuter
If you're not using one, you could set one of the iusers to it, I think. Persuter At 10:01 PM 2/2/2003 +1100, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, Just after some conceptual help here on how you'd go about triggering

Re: [hlcoders] Triggering a door from the client

2003-02-02 Thread Pat Magnan
At 10:01 PM 2/2/2003 +1100, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, Just after some conceptual help here on how you'd go about triggering an entity (in most if not all instances a door) to open from the client side. I'm

Re: [hlcoders] Triggering a door from the client

2003-02-02 Thread laurie . cheers
> you dont read very well, do you: > > > Ideally this should be able to be done so that the player > > can't emulate it via console commands etc. Have the server generate a random number every second (or whatever), and send it in a message to the client. When the client wants to trigger an entity,

RE: [hlcoders] Triggering a door from the client

2003-02-02 Thread Rob Harwood
t: Re: [hlcoders] Triggering a door from the client you dont read very well, do you: > Ideally this should be able to be done so that the player can't emulate > it via console commands etc. Rob Harwood wrote: >Make the client send a command back to the server like "doorp

Re: [hlcoders] Triggering a door from the client

2003-02-02 Thread Avatar-X
-- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Michael Shimmins Sent: 02 February 2003 11:02 To: HLCoders Subject: [hlcoders] Triggering a door from the client This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, Just after

RE: [hlcoders] Triggering a door from the client

2003-02-02 Thread Rob Harwood
Make the client send a command back to the server like "doorpin ". regards, Rob Harwood. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Michael Shimmins Sent: 02 February 2003 11:02 To: HLCoders Subject: [hlcoders] Triggering a door from

[hlcoders] Triggering a door from the client

2003-02-02 Thread Michael Shimmins
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, Just after some conceptual help here on how you'd go about triggering an entity (in most if not all instances a door) to open from the client side. I'm recoding the func_door to open a VGUI me