I've gone through now and added in the spawnflags (another tedious task). I'm back to sorting things by function now. The next, release around Tuesday, will begin to explain the entities having to do with logic. Also, it will have some general explanation of entities and the .vmf file format...
Current status:
I'm indexing the entities by type. Unfortunately, the first word in an entity's name doesn't always reflect what they really do. For example, logic_measure_movement can't be used in a purely logical way because the result of its opperation is always the movement of a target...
Version 1.0 !
k, elf
Here's the first real release version!
Sorry 'bout the split, but this versions far far better! I ditched the old method of grouping. I think you'll find this far more useable. Instead of putting everything in a hierarchy, I just gave certain groups of...
he doesn't seem to understand how much you can do 'just' making a mod. If you could make a Game, proper, you don't need us telling you what to do. If your objection is that you won't be able to charge money for selling a mod, you may be wrong on that count, too. Valve has murmered about letting...
OK, I have a quite good version now. The next phase is more grouping things by similar keys/inputs/outpus. So far, the grouping I've done has been minor. If you notice a pattern to exploit, point it out to me.
Notice that in the current form, the descriptions of the entities and their...
Your welcome, but I haven't contributed any original information yet. I've only compiled the help associated with each entity in hammer together. I will release by tomorrow a revision which contains all the entities and groups them by like keys/inputs/outputs. This grouping is meant to simplify...
Homercidal, PDF might work, but I think it may need a bit more interactivity than that...maybe.
Nostradamus, thanks for the offer, but I'll get back to you when I'm done with the first version this week. What I posted was just a sample to give people a heads up.
I'll put up an updated...
yes, compilers do work in different ways, but the right compiler in this case is most definitely MS VisualStudio .net. If you just want to start by learning C++, get MS visual c++ 6.0 or greater. Dealing with the most popular compiler makes things easy when learning.
As for books, I've...
I've attached the start of my entity guide.
I spent many hours compiling all the entity help boxes in Hammer together and reformating them into one document. It's a bit of a mess and not any more useful than the Hammer help, but I put it here so that people can volunteer there services to...
yeah, nothing really seems to work in the demoui. I can understand if rewinding is not possible (at least without reloading the demo), but what about everything else?
You can, though, run hl2 and hammer at the same time so you can switchl back and forth between them. Making changes and checking them in a map should only take as long as recompiling and reloading the map. I'm told that after a while doing this, HL2 starts displaying some errors.
See my post...
I've been getting hard crashes in hl2 dm with 4.12 (the screen freezes, nothing responds, and vicious sounds come out of the speakers) . I'll try catalyst 4.11 and see if that works. I suggest you start there too.
Don't trust my advice (i'm new to this), but I think it would involve something like making a new brush entity which, when the right phys_prop (your ball) enters it, one team scores. The rest of the game logic, I know not where to start.
I'm coming from COD myself. For those unfamiliar, in COD, most of the game code exists in script-form in text files in pk3 files (essentially zip files). A mod is run not by being explicitly called but by including the right pk3 files in the right directory which over-ride the old rules...
Thanks! A complete explanation of these paths and the other is needed, though. Anyone know exactly where to find an explanation of the directory structure for SteamApps/mods in general?