What do YOU get for christmas?
Well, you get BARNEY CALHOUN!!! COMING SOON!!! Modelling right now.
Also, Whipps, a replacement for the cut Mr. Friendly, now with a total makeover, looking cool, strong, but....slow.
During the past...what was it? 15 days? Anyways, during the days that this mod's been in existence on moddb, I've made several models, including the pitdrone, Shockroach, Shocktrooper, Houndeye, bullsquid, 5 / 7 of the planned headcrabs, and now, Barney and Whipps. Enjoy!!!
And anything else from Half-Life 2...mainly for modelling reference. CODING PROBLEMS:
BUT IF YOU WANT MORE, I NEED SOMEONE TO ANSWER SOME OF THESE QUESTIONS:
I'm trying to code a keypad, and I'm using an ALERT as an example. But it won't say the code. Here's my code:
// Keypad
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=====================
// Monsters Class Definition
//=====================
class CModelKeypad : public CBaseMonster
{
public:
virtual void KeyValue( KeyValueData *pkvd );
void Spawn( void );
void Precache( void );
void DefaultTouch ( void );
int m_code;
int m_target;
};
LINK_ENTITY_TO_CLASS( item_keypad, CModelKeypad );
//=========================================================
// Spawn
//=========================================================
void CModelKeypad :: Spawn()
{
Precache( );
if (pev->model != NULL) {
SET_MODEL( ENT(pev), STRING(pev->model) );
}
else {
SET_MODEL(ENT(pev), "models/civ_stand.mdl");
}
ALERT(at_console, "CODE IS: %s \n", m_code);
pev->solid = SOLID_SLIDEBOX;
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CModelKeypad :: Precache()
{
if (pev->model != NULL) {
PRECACHE_MODEL( (char *)STRING(pev->model) );
}
else {
PRECACHE_MODEL("models/civ_stand.mdl");
}
}
//=========================================================
// Define KeyValues ( Don't forget to use " virtual void KeyValue( KeyValueData *pkvd );" )
//=========================================================
void CModelKeypad::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "code"))
{
m_code = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "target"))
{
m_target = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue( pkvd );
}
}
//=========================================================
// Touched by Player
//=========================================================
void CModelKeypad :: DefaultTouch()
{
ALERT( at_console, "TOUCHED!!! CODE IS: %s \n", m_code);
}
And here's my code for the FGD:
[
model(studio) : "Choose a replacement model" : "models/massn.mdl"
target(string) : "Activate this when keycode entered"
code(integer) : "KeyCode to activate (4 digits)" : 0000
]
In the console, it just says "CODE IS:" without the rest of the code!!! Where's my faulty code? I NEED HELP :(.
Thanks in Advance!
And thanks to SysOp for giving me some help!!
Another thing, VERY Important:
Agreed, it's only a few days, but it's become a child to some. It won't be released for a LONG time, but encourage us. MORALE! WE NEED MOAR!!!
HypernovA has come a LONG way in only 12 days.
Alot of people actually favor this mod over all others. Why don't you? VOTE for HypernovA!!!
my xmas was **** :( lol
anyway, can't wait for more updates
Sorry, man! Good luck for the new year.
I'll update as soon as I finish barney.
Snarkpit.net
Thanks alot!!! Merry christmas! :D
Forgot to say that the civ_stand model is temporary. And also, how do you make it so the object uses the "USE" key?
Anyways, I'm waiting for an answer. Till then, I'm gonna code my platformer :D