Make the bots join whichever team you wish. So easy, even I can do it!
A basic fix for stopping the grenade from auto-switching to the next best weapon after you throw one. Also allows more than one grenade to be thrown.
I go through both methods for debugging your modification
Change the frag grenade in MP HL to a smoke grenade
Adds a console command to output the players bounding box mins & maxs to the console, and also draw's the bounding box in the world.
I missed the zooming feature of the 357 that was in HL1 so I thought as a beginner tutorial I'd write a weapon zooming lesson. I then carried it out to a 3-stage zoom.
allows players to pick up objects with +use in multiplayer.
Setting up a basic scoreboard (with teams!) in the HL2 FROM SCRATCH MP SDK
This article let's you know how to setup your HL2DM mod to be exactly like HL2DM.
Explains how to create 3 firing modes for the pistol: semi-automatic, burst-fire, and fully-automatic.
How to set up analog jumping (the longer you hold jump, the higher you go) and floating (pressing jump as you are falling decelerates your fall)
How to get spectator mode working. Based on HL2MP SDK
like Raven Shield or BF2
This tutorial will cover the code needed to add Slams and SGM1 Grenades as Ammocrate types, and also fix the graphics for two of the existing ones.
This is a quick and painless Artical on how to setup Visual Studio .net 2005 Beta, for use with Source Mods.
The purpose of this article is to help you add the code for new weapons to your Half-Life 2 mod.
Skyler 'Zipster' York
Get blue phys cannon with impulse 12
You wanna make a mod? This tutorial focuses on the behind the scenes aspect, and less on the content.
A fully documented exploration into the weapon_rpg class, starting with the basecombatweapon class and moving up the inheritance stack. The first part of the article disects basecombatweapon_shared.
How to setup wall jumping in half-life 2
Remember HL1's cross bow bolt exploded when it hit? Get that, in HL2.
A Small tutorial that explains how to put in simple muting on your scoreboard.
Collision check, translucency
An article explaining how to attach dynamic vguiscreens to a weapons viewmodel
This is an update to chrono's snippet.
How to enable it in HL2DM
Changing a weapon's secondary fire to toggling the flashlight
A string lookup table is a set of functions that is used to convert strings to pre-defined values
Ragdolls attached to their spawnpoint by a ragdoll constraint
Explanation on handling VGUI without having a connection to a game.
This will let you optionally set far clipping/fading on particles, so you can fade particles out at a certain distance from you.