I have also replace all the mins/maxs with origin and no go
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
Ronald
Sent: Saturday, January 05, 2002 2:08 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Items.cpp (MyTouch)
Ok,
I am
erate
MESSAGE_END();
The TE_SMOKE is working fine, but I do not see the TE_BOX at all :(
-Ron
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
Ronald
Sent: Saturday, January 05, 2002 1:54 PM
To: [EMAIL PROTECTED]
Subject: RE: [h
ROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol
Sent: Saturday, January 05, 2002 1:47 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] Items.cpp (MyTouch)
Actually, I just noticed, you're sending the TE to pev->origin. Thats
whats crashing you. Should be only pev.
WRITE_BYTE( 255 );
WRITE_BYTE( 255 );
MESSAGE_END();
- Adrian
-Original Message-
From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
Sent: Saturday, January 05, 2002 12:33 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Items.cpp (MyTouch)
255 );
WRITE_BYTE( 255 );
MESSAGE_END();
- Adrian
-Original Message-
From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
Sent: Saturday, January 05, 2002 12:33 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Items.cpp (MyTouch)
Found it ;)
But it cras
, January 05, 2002 12:48 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Items.cpp (MyTouch)
Lad you know what your talking about.. I sure in the heck don't ;)
-Ron
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol
Sent: Saturday, January
Lad you know what your talking about.. I sure in the heck don't ;)
-Ron
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol
Sent: Saturday, January 05, 2002 7:53 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] Items.cpp (MyT
: Saturday, January 05, 2002 6:34 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Items.cpp (MyTouch)
Thanxs folks!
Another question, I am looking to physically display the FB's
UTIL_SetSize() in the game under
DEBUG conditions. What could I use to display this? Maybe a triapi? Not
sure...
dbeta
Sent: Friday, January 04, 2002 9:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp (MyTouch)
> If you are using UTIL_FindEntityByClassname() for "player"
Or if you're using any other method of locating players. The point is,
subtract the grenade's ori
> If you are using UTIL_FindEntityByClassname() for "player"
Or if you're using any other method of locating players. The point is,
subtract the grenade's origin from the player's origin and take the length of
the resulting vector.
__
Do You Y
if( vector.Length( ) < 600 )
- Varlock
- Original Message -
From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, January 04, 2002 1:36 PM
Subject: RE: [hlcoders] Items.cpp (MyTouch)
> And how in pray tell would that be acc
>> Of course you can, but the method I used seems cleaner, faster, and less
>> error-prone to me. BTW I forgot to mention in my previous email that if
>> you want to affect only the players in a 600-unit radius, you need to
>> add a distance check just before you do the traceline, so you don't
>>
And how in pray tell would that be accomplished? Could you lend an
example in the SDK for me to haggle over?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta
Sent: Friday, January 04, 2002 1:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders
--- omega <[EMAIL PROTECTED]> wrote:
> you can still use findentityinsphere.
> thats what
> entity->IsPlayer() is for.
> so you can distinguish between them.
Of course you can, but the method I used seems cleaner, faster, and less
error-prone to me. BTW I forgot to mention in my previous email t
That is exactly what I thought!
So I removed the EXPORT and still get the item_flash:Think(0 EXPORT
crash
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta
Sent: Thursday, January 03, 2002 7:15 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders
Sorry.. I forwarded it one this morning when I noticed it was not on
list..
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Thursday, January 03, 2002 3:21 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp (MyTouch)
How many
You shouldn't be exporting the Think() function...it overrides a function in
the base class. You only need to declare think functions as EXPORT if they've
got names other than Think. EG MyThink, FlyThink, HuntThink, MonsterThink etc
would have to have EXPORTS, but not plain old Think().
--- "Ya
E-Mail server was acting up a bit this morning. Everything should be back to
normal in a couple of hours.
Erik
-Original Message-
From: omega [mailto:[EMAIL PROTECTED]]
Sent: Thursday, January 03, 2002 2:48 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp (MyTouch)
to add
'Zoot' Lindgren" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, January 03, 2002 4:02 PM
Subject: Re: [hlcoders] Items.cpp (MyTouch)
> four times here...
> - Original Message -
> From: "omega" <[EMAIL PROTECTED]>
> To: &l
- Original Message -
From: "Varlock" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, January 03, 2002 1:55 PM
Subject: Re: [hlcoders] Items.cpp (MyTouch)
> I do not claim to understand how compilers work and whether something
> SHOULD work or
com)
- Original Message -
From: "Reedbeta" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 02, 2002 11:49 PM
Subject: RE: [hlcoders] Items.cpp (MyTouch)
> Well, if you only want to find players in the 600-unit radius, I would not
use
> UTIL_FindEntit
to this code :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Varlock
Sent: Thursday, January 03, 2002 2:55 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp (MyTouch)
I do not claim to understand how compilers work and whether
something
four times here...
- Original Message -
From: "omega" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, January 03, 2002 9:44 PM
Subject: Re: [hlcoders] Items.cpp (MyTouch)
> i only got it once.
>
> -omega
> Blackened Interactive
>
en if it is correct
>
> -Ron
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Reedbeta
> Sent: Wednesday, January 02, 2002 3:43 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Items.cpp (MyTouch)
>
>
>
ED]>
Sent: Thursday, January 03, 2002 3:20 PM
Subject: Re: [hlcoders] Items.cpp (MyTouch)
> How many times did you send this? Is your cat pouncing on your keyboard
> again? :)
>
> Jeffrey "botman" Broome
>
>
> - Original Message -
> From: "Yacketta,
W: [hlcoders] Items.cpp (MyTouch)
>
>
> -Original Message-
> From: Ronald J. Yacketta [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, January 02, 2002 10:16 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] Items.cpp (MyTouch)
>
>
> What is wrong wi
- Original Message -
From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 02, 2002 9:15 PM
Subject: RE: [hlcoders] Items.cpp (MyTouch)
> What is wrong with this?
>
> while ( (pPlayer = (CBasePlayer*)UTIL_FindEntity
; <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 02, 2002 7:15 PM
Subject: RE: [hlcoders] Items.cpp (MyTouch)
> What is wrong with this?
>
> while ( (pPlayer = (CBasePlayer*)UTIL_FindEntityByClassname(
> pPlayer, "player" )) != NULL) {
> if (
- Original Message -
From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 02, 2002 7:56 PM
Subject: RE: [hlcoders] Items.cpp (MyTouch)
> Jeff,
>
> Look in items.cpp all those MyTouch are BOOL.
Ah, okay. CItem
to:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Wednesday, January 02, 2002 5:21 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp (MyTouch)
> I would not do that in the MyTouch correct?
>
> I drummed up this from the RadiousDamage
>
> BOOL MyTouch( CBasePlayer *pPlayer ) /
Jeff,
Look in items.cpp all those MyTouch are BOOL.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Wednesday, January 02, 2002 5:21 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp (MyTouch)
> I would not do that in
> I would not do that in the MyTouch correct?
>
> I drummed up this from the RadiousDamage
>
> BOOL MyTouch( CBasePlayer *pPlayer ) // was My Touch
> {
> CBaseEntity * pEntity = NULL;
> TraceResult tr;
> Vector vecSpot;
>
> while ((pEntity = UTIL_FindEntityInSphere( pEntity,
> pev->origin, 600 ))
, 2002 3:43 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp (MyTouch)
Yes, tracelines are probably the way to go. Simply loop through the
player slots and for each valid player, do a traceline from the grenade
to the player's eye position (or whatever other position) and if it
do
Yes, tracelines are probably the way to go. Simply loop through the player
slots and for each valid player, do a traceline from the grenade to the
player's eye position (or whatever other position) and if it doesn't hit
anything, you can do whatever the grenade is supposed to do.
--- "Yacketta,
RadiusDamage (which the grenades use to inflict damage) already checks
for visibility...standard HL grenades won't hurt things they can't
see.
---
> Have a quick question, just coded a new grenade type. I would like only
> the players
> In the FOV of the grenade to be affected by it, that
This is similar to a CS type FB, except it does a tad bit more.. Kinda
like a conc/halo/fb thingy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Tim Holt
Sent: Wednesday, January 02, 2002 1:08 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Items.cpp
Actually this brings into mind something I'd been wondering about. The
idea of "semi obscured" visibility. For example, suppose this is a
flash gren you're doing. If there is a relatively dense { type brush in
the way that represents shrubbery, should/could this block the
visibility a bit?
37 matches
Mail list logo