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Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Sun Nov 04, 2012 7:56 pm
by fishshapedfish
You need the entries form the hl2 skill.cfg file in your asw mod's skill.cfg file. It defines all of the damage amounts in hl2 including the zombie's.

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Sun Nov 04, 2012 8:49 pm
by Ackart
fishshapedfish wrote:You need the entries form the hl2 skill.cfg file in your asw mod's skill.cfg file. It defines all of the damage amounts in hl2 including the zombie's.

I've already thrown that in. In fact, I set up new skill defines for the NPC and I even went as far as to just manually setting damage values in the MeleeAttack/ClawAttack function, but no dice.

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Sun Nov 04, 2012 9:42 pm
by stoopdapoop
why don't you just set a breakpoint before the line of code that's supposed to call it to see what condition is not being met?

These should be some of the easiest bugs to figure out.

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Sun Nov 04, 2012 11:52 pm
by Ackart
stoopdapoop wrote:why don't you just set a breakpoint before the line of code that's supposed to call it to see what condition is not being met?


Because, to be honest, I've never actually touched the debugging tools in VS before. Programming isn't exactly my forte in any way, shape or form, but no one else is gonna do it so I have to learn. :P Anyway, I'll give that a shot when I get home tonight, thanks!

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Tue Nov 06, 2012 12:26 am
by Swog
Why can't I compile my mod under Visual Studios 2012?

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Tue Nov 06, 2012 9:35 am
by LordDz
Swog wrote:Why can't I compile my mod under Visual Studios 2012?


I can. However I can only do it in release mode.. But have you followed these tutorials?

https://developer.valvesoftware.com/wik ... ource_Code
https://developer.valvesoftware.com/wik ... e_problems

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Tue Nov 06, 2012 10:07 pm
by fishshapedfish
Been having problems getting jang's nice particle effect to dispatch properly. I programmed it to spawn at my npc's origin (it's feet) but it just refuses to stay there.

It's a bit hard to see so you will need to watch it fullscreen. It's ment to be black smoke, you can just see a wisp of it flying away from the npc's when it spawn them. I believe it is flying to the maps origin and then disappearing but I could be wrong.

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Wed Nov 07, 2012 6:44 am
by Jangalomph
You dont need to code it to spawn at their feet, you're supposed to code it so it locks to any bone, perhaps their neck or something, and then the particle should randomly spawn all over the model. If you can find the way they dispatch ignition of any entity, you should beable to do it exact same way. Just image the npc on fire, but with my shadow smoke stuff.

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Wed Nov 07, 2012 5:05 pm
by fishshapedfish
That's kind of what I did, I 'locked' it to the model's origin instead of an attachment. I'll try it your way if my decompiler will work. :cry: Then add in some attachments into the qc. I hope it works!

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Wed Nov 07, 2012 7:08 pm
by fishshapedfish
Image I was right, the particle effect was flying to the map's origin. Even after I changed the code to attach the particle to an attachment it still did this. WTF is happening!

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Wed Nov 07, 2012 7:14 pm
by zombie@computer
Particle parenting to model attachments is borked. There's a code fix on the vdc. Did you try it?

https://developer.valvesoftware.com/wik ... cle_Effect

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Wed Nov 07, 2012 7:18 pm
by Jangalomph
Yep, make sure you fix the attachment code, if you don't the particle only knows to spawn at the origin of the map
0, 0, 0

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Wed Nov 07, 2012 7:53 pm
by fishshapedfish
Yeah I did the fix, no luck though :(

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Thu Nov 08, 2012 1:00 pm
by LordDz
Look how the manhack attaches its GlowTrail, should be the same thing?

Re: Those Simple "Source Programming Questions" Thread...

PostPosted: Thu Nov 08, 2012 6:31 pm
by Jangalomph
I told you to try and see how they ignite props etc.

If you can figure out how npc's have fire parented to them, then you'll be good to go.