Wow O_o
Is that goldsource?
they are more likely to offer you a jobYes,probably as shiner , no seiously, I mean what I did say, acording to the EULA you are limited to Valve´s "environment", so I was confused about using other engine like Xash3D, not only to run, but also to distribute the mod with.
Doesnt take much brain to understand thatI am brainless then
If that code runs on the client then it will never do anything. Its implementation on the client is this:Maybe you can not believe me if I say that I cannot even code the Hello World program. I feeel quite embarrassed now. I know that for doing a mod you must know almost the basics of C++, I know I was lucky to arrive here so far without having that basic knowledge, but... Please!!, could I send the full SDK of my mod to you, so you can make all those stuff for me? (desperation mode: ON)
Quote:CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius )
{
return 0;
}
//if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= 100 || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] >= 100 )
//return;
edict_t *pPlayer = m_pPlayer->edict( );
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityInSphere( m_pPlayer, m_pPlayer->pev->origin, 500000.0f)) !=NULL)
{
if ( FClassnameIs( pEntity->pev, "monstermaker" ) )
pEntity->Use( m_pPlayer, m_pPlayer, USE_ON, 0.0f );
}
ALERT( at_console, "RELOAD!!\n" );
}CBaseEntity *pEntity = NULL;part, notting happened.
while ((pEntity...etc,etc.
{
//if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= 100 || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] >= 100 )
// return;
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityInSphere( m_pPlayer, m_pPlayer->pev->origin, 10000.0f )) != NULL)
{
if ( FClassnameIs( pEntity->pev, "monstermaker" ) )
pEntity->Use( m_pPlayer, m_pPlayer, USE_ON, 0.0f );
}
ALERT( at_console, "RELOAD!!\n" );
}
}[/quote]{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}[/quote][/blue]
Or...if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
{
Reload();
return;
}
}
WeaponIdle( );
return;
}[/quote][/blue]
I repeat that it looks like the reload button does not work at all, at least it should appear the ALERT message even if code does not work!.// If playe/weapon has les than 100 bullets, let it reload.
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] <= 100)
{
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityInSphere( pEntity, m_pPlayer->pev->origin, 10000 )) != NULL)
{
if (FClassnameIs( pEntity->pev, "monstermaker"))
{
pEntity->Use( pEntity, pEntity, USE_ON, 0 );// Doubts here.
m_flNextReload = UTIL_WeaponTimeBase() + 60;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
}
}
//If player have enough ammo don¥t let him reload.
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] >= 100)
return;
// Check to see if we're ready to reload!!Also, if player has 600 ammo play reload animation.
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] >= 600)
{
SendWeaponAnim( TWOHAND_RELOAD );
return;
}
}DEFINE_FIELD( CTwohand, m_flNextReload, FIELD_TIME ),
};#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
float m_flNextReload;
[/quote]CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityInSphere( pEntityl, m_pPlayer->pev->origin, 10000 )) != NULL)
{
if (FClassnameIs( pEntity->pev, "monstermaker"))
{
pEntity->Use( m_pPlayer, pEntity, USE_ON, 0 );
}
}
[/quote]Why do they like to modify with models and sprites?Because of the brush limit!!, yes I know that now you can use the func_detail entity, but in 2004 when I have started all it does not exist, and before I read about it here at TWHL half a year ago I make complex structures with Milkshape3D because to doing them I spent less than 6 or 8 hours, all without the brush limit problem, tiny brushes, leaks, bad scales of textures, etc, etc,etc. that make ZHLTools crash on and on, also, it is boring to make 12 separate textures and put them in a wad just to make a simple bridge!!, your map will result to be as heavy as the mount Rushmore if you use the nowadtextures comnand as I do, while all that could be done in a single bmp file in the modelling program...should I continue?. XD