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.
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.
like Raven Shield or BF2
Changing a weapon's secondary fire to toggling the flashlight
A Small tutorial that explains how to put in simple muting on your scoreboard.
Get blue phys cannon with impulse 12
Explanation on handling VGUI without having a connection to a game.
This is a quick and painless Artical on how to setup Visual Studio .net 2005 Beta, for use with Source Mods.
A string lookup table is a set of functions that is used to convert strings to pre-defined values
This is an update to chrono's snippet.
An article explaining how to attach dynamic vguiscreens to a weapons viewmodel
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)
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.
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.
You wanna make a mod? This tutorial focuses on the behind the scenes aspect, and less on the content.
allows players to pick up objects with +use in multiplayer.
Setting up a basic scoreboard (with teams!) in the HL2 FROM SCRATCH MP SDK
Remember HL1's cross bow bolt exploded when it hit? Get that, in HL2.
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.
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.
How to enable it in HL2DM
This will let you optionally set far clipping/fading on particles, so you can fade particles out at a certain distance from you.
I go through both methods for debugging your modification
Make the bots join whichever team you wish. So easy, even I can do it!
How to setup wall jumping in half-life 2
Ragdolls attached to their spawnpoint by a ragdoll constraint
Collision check, translucency
How to get spectator mode working. Based on HL2MP SDK
Change the frag grenade in MP HL to a smoke grenade