RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Yacketta, Ronald
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Yacketta, Ronald
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Yacketta, Ronald
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.

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Adrian Finol
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)

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Adrian Finol
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Yacketta, Ronald
, 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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Yacketta, Ronald
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Adrian Finol
: 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...

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-05 Thread Yacketta, Ronald
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread Reedbeta
> 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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread Varlock
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread botman
>> 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 >>

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-04 Thread Yacketta, Ronald
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Reedbeta
--- 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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Yacketta, Ronald
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Yacketta, Ronald
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Reedbeta
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Erik Johnson
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread omega
'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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread botman
- 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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread omega
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Yacketta, Ronald
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Oskar 'Zoot' Lindgren
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 >

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Reedbeta
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) > > >

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread omega
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,

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread botman
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread botman
- 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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Varlock
; <[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 (

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread botman
- 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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Yacketta, Ronald
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 ) /

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-03 Thread Yacketta, Ronald
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-02 Thread botman
> 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 ))

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-02 Thread Yacketta, Ronald
, 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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-02 Thread Reedbeta
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,

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-02 Thread Cruise
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

RE: [hlcoders] Items.cpp (MyTouch)

2002-01-02 Thread Yacketta, Ronald
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

Re: [hlcoders] Items.cpp (MyTouch)

2002-01-02 Thread Tim Holt
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?