Hello there, I have a rather conceptual question for someone with knowledge of HL2 source and its general structure...
My question is: What is the best way to add this kind of functionality on to the HL2 Source. Note I'm not asking how to write the code/logic itself, that should be a piece of cake, but rather how to begin. Where would something like this fit into the code as a whole?
For example, should it be a self-contained logical entity? If so, how could I access direct keyboard input? Should I write it as a new class derived from cbase.h or something similar? If so, how could I use it to send input/outputs to entities in Hammer? Will I need a combination of these two solutions?
Any advice, tutorials, or further questions would be greatly appreciated.
Thanks,
Nick
- I need to create 3-4 different 'attributes', which are essentially sliders that range from 0-100.
- I want these attributes to be directly manipulable via keyboard input(e.g. when the user presses 't' attribute_1 will increase by 1, and when she presses 'g' it will decrease by 1).
- I want the value of these attributes to have widespread effects throughout the game (e.g. player run speed, weapon damage, and also entity inputs/outputs within Hammer).
My question is: What is the best way to add this kind of functionality on to the HL2 Source. Note I'm not asking how to write the code/logic itself, that should be a piece of cake, but rather how to begin. Where would something like this fit into the code as a whole?
For example, should it be a self-contained logical entity? If so, how could I access direct keyboard input? Should I write it as a new class derived from cbase.h or something similar? If so, how could I use it to send input/outputs to entities in Hammer? Will I need a combination of these two solutions?
Any advice, tutorials, or further questions would be greatly appreciated.
Thanks,
Nick