Help:Recording demos - TF2 Wiki. Console commands Basic Demo Recording A demo recorded for Team Fortress 2 captures the following: Gameplay from the perspective of the player recording the demo All HUD elements including chat / console text messages Audio received by the player through the voice chat system There are limitations to note when recording a demo: The demo relies upon the user having a copy of the map file related to the demo. Recording Tutorial Demo recording console command: record Demo recording console command: stop This procedure will create a short demo on a private server. Start Team Fortress 2. Playback Tutorial demoui interface demoui2 interface This procedure will load the demo recorded in the Recording tutorial.
In the console, enter demoui. Movie Creation Tutorial The Source engine can generate audio and video files based on a recorded demo. Console command: startmovie In the console, enter startmovie mymovie. Open VirtualDub. Load up TF2 using the settings that you want to show in the video. Recorder. Category:Metamod:Source Documentation. Grapple Hook. From Valve Developer Community This is how we made the grappling hook found in the Obsidian Conflict Mod.
The code was written by Hyperjag3. If somebody would like to take this apart and write some documentation on how it works, that would be nice. I just don't have the time to do it unfortunately. The weapon is designed for multiplayer, but should work fine in a single player mod once you swap out references to hl2mp. NOTE: If you include this code in your mod in some way, please give the Obsidian Conflict team credits in your mods readme file. Weapon_grapple.h weapon_grapple.cpp. Category:Weapons programming. Activity List. List of DoD:S entities. List of entities. Scripts (Day of Defeat > Scripts) Scripts (Day of Defeat: Source > Scripts) Half-Life 2 Scripting. Category:Tutorials. Scripting: incrementvar and BindToggle. Note Oct 2008: there has been changes and some of this now may not work, I will leave it here as some other VALVe Mods this still works...for now. There are two great, infrequently used items in a scripting tool kit.
Basically they are simple but very powerful binds. The incrementvar and BindToggle binds and how they work are sometimes overlooked when people make their “old style” scripts, they save you a lot of effort and time, use them! The incrementvar bind. This is a great command and it’s got me beat why people are not using it! I still see old methods used that take a far bit of writing to assemble and do the same job as this little beauty. Description of the incrementvar command, the clue is in the commands name itself.... increment. The word “increment” can mean a few things but in this case it means increasing or decreasing the value of a command. The best thing about this is convenience, it can reduce a half a page of script to a simple bind.
Let’s do this script the old way.... AMX Mod X - Half-Life Scripting for Pros! Half life 2 weapon script files? - Half-Life Fallout. Hi. I'm new here, although ive been reading topics on this site for awhile now, I have a quick, probably noobish question regarding the location of my half life 2 single player weapon scripts... I wanted to swap the reload sound for the pistol with that of another weapon, such as the smg.
But when I search my hl2 directory( C/ program files, valve, steamapps, ... (This is a script I found easily in a mod folder) // Pistol WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "clip_size" "18" "primary_ammo" "MediumRound" "secondary_ammo" "None" "weight" "1" "item_flags" "0" // Sounds for the weapon. "reload" "Weapon_smg1.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Pistol.Single" "single_shot_npc" "Weapon_Pistol.NPC_Single" "special1" "Weapon_Pistol.Special1" "special2" "Weapon_Pistol.Special2" "burst" "Weapon_Pistol.Burst" } // Weapon Sprite data is loaded by the Client DLL.
Any help would be greatly apprieciated. How to Write an HL2 Script. DoD:s Console Commands. DoD: Source FPS & Lag Guide By El Capitan - Half-Life 2 Files. This Page has been viewed 115,200 timesI understand a few of you have been having problems with Day of Defeat: Source lagging and having major FPS hits. In this article I hope to try and help you about a bit by exploring the different tweak-settings and what they do. If you are just after a copy of the tweaks config file I have made, you can download it here: Place this file in "Steamapps/ Remember, every persons computer runs the game differently. This guide provides a complete lock-down of all effects, it is designed for low-end systems and people with FPS problems! These settings will work well on most system specifications, and the typical broadband ADSL/cable connections. The config file explained cl_ejectbrass 0Disables shells flying out of guns cl_phys_props_enable 0Disables physics objects cl_phys_props_max 0Disables physics objects cl_muzzleflash_dlight_3rd 0Disables 3rd person muzzle flashes lighting up surrounding area.
2416 console commands for Day of Defeat: Source - GAMERCONFIG. DoD:S CVARLIST - Wiki. Day of Defeat:Source Console Commands - Wiki. SDK Docs. Compiling under VS2010. From Valve Developer Community Visual Studio 2010 is the best choice for Source. You can use the free C++ Express edition. Bug:Converting the Alien Swarm server project to VS2010 will lead to an "invalid characters in path" error.
To fix it, open game\server\swarm_sdk_server.vcproj with a text editor and delete "' $File" from line 2232. Debugging Follow the instructions for fixing debug compiles in VS2008, which apply here as well. Right click on the client and server projects in VS and go to Properties > Configuration Properties > General. File Copying There is a bug in VS 2010 which will sometimes prevent your newly-compiled DLLs from being copied to your mod directory.
IsBIK error First, save ibik.h to src/public/avi/ibik.h. Next, add the highlighted lines towards the bottom: bool IsAVI();bool IsBIK();void GetTexCoordRange( float *pMinU, float *pMinV, float *pMaxU, float *pMaxV ); private: AVIMaterial_t m_hAVIMaterial;BIKMaterial_t m_hBIKMaterial; Fixing Other Compiling Errors See also. Server plugins. From Valve Developer Community Server plugins are C++ code libraries that modify the behaviour of dedicated servers.
They are used to provide everything from maintenance tools to additional gametypes. Installing Source automatically loads plugins defined in files matching <game>/addons/*.vdf. These files should be formatted like this: Plugin { file "<path to plugin>" } The path is relative to the folder that gameinfo.txt resides (i.e., the mod base folder). Managing The following console commands are provided: plugin_print (provides IDs for use with other commands) plugin_load plugin_unload plugin_pause (the engine stops sending callbacks to the plugin) plugin_unpause plugin_pause_all plugin_unpause_all Coding You can find a sample plugin project at src\utils\serverplugin_sample\. Plugins work by exposing an object inheriting from IServerPluginCallbacks and IGameEventListener2 to the engine. The most important caveat is that you cannot access server classes.
Compiling Windows Linux Mac See also. How to Apply Scripts in the Source Engine (Source Engine > Tutorials > Other/Misc > How to Apply Scripts in the Source Engine) How to Apply Scripts in the Source Engine This is a tutorial showing people how to apply scripts to the Source Engine. This tutorial applies to games such as CSS, TF2, HL2 and so on. Bare in mind that more complex scripts will occasionally need you to follow specific instructions for that script... so they should come with there own instructions. Firstly you are going to have to create an autoexec if you have not already. 1. The default location for mod cfg folders is : C : \ Program files \ Steam (or Valve) \ Steamapps \ SourceMods \ (Mod name) \ cfg The default location for game cfg folders is : C : \ Program files \ Steam (or Valve) \ Steamapps \ YourUserName \ (Game name) \ (Game name abbreviation) \ cfg 2. 3.
If you have done the above steps correctly then you have created your autoexec.cfg Follow the final steps beneath to enable the script you chose. 1. 2. 3. Ok then, thats it :) Hope this has helped and feel free to pm me if you have any questions or concerns. Half-Life 2 Scripting. CDODPlayer Offset List (Day of Defeat: Source) Uploading / Installing Mani Admin Plug-in. Installing SourceMod. Installing SourceMod is very simple, and it can be added with almost no configuration changes. A GUI Web Browser to retrieve Metamod and SourceMod compressed archives. A tool to copy archive to your dedicated server host. SourceMod requires Metamod:Source 1.9.0 or higher (it is recommended that the latest version is used). Click here to visit the Metamod:Source homepage. Instructions to install SourceMM manually can be found here. SourceMod will run on almost any mod built using the Source SDK.
Local Server To install SourceMod locally, simply extract the .zip (Windows) or .tar.gz (Linux) package to your mod folder (i.e. cstrike for Counter-Strike, dod for Day of Defeat, et cetera). Remote Server To install SourceMod remotely, first extract the .zip (Windows) or .tar.gz (Linux) package to your local computer (for example, your Desktop). Using a tool such as FTP, locate your mod folder (i.e. cstrike for Counter-Strike:Source, dod for Day of Defeat:Source, et cetera). Meta list sm For example: Half-Life 2 Deathmatch. Demo Video Creation. Help:Recording demos. Console commands Basic Demo Recording A demo recorded for Team Fortress 2 captures the following: Gameplay from the perspective of the player recording the demo All HUD elements including chat / console text messages Audio received by the player through the voice chat system There are limitations to note when recording a demo: The demo relies upon the user having a copy of the map file related to the demo.
Recording Tutorial Demo recording console command: record Demo recording console command: stop This procedure will create a short demo on a private server. Ensure that the developer console is enabled. Playback Tutorial demoui interface demoui2 interface This procedure will load the demo recorded in the Recording tutorial. In the console, enter demoui. Movie Creation Tutorial The Source Engine can generate audio and video files based on a recorded demo. Console command: startmovie In the console, enter startmovie mymovie. Open VirtualDub. Sharing Demo files Troubleshooting Additional Links Replay. Online Game Commands - Half Life 2 - Console Commands. Console Command List.