List of all constants (like game_playerjoin)?

List of all constants (like game_playerjoin)?

Hammer Mapping — Page [1]
Boerworz
2008 Oct 30 • 6
Hello everybody.

I'm just wondering if there's a list of all the constants you can use in VHE? Like game_playerjoin, game_playerspawn and such.

I've been googling for a while, but without success (might be because I'm not really sure of what to search for)..

Many thanks,
Boerworz
 
 
 
2008 Oct 30 at 14:47 UTC — Ed. 2008 Oct 31 at 12:45 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
The list of point entities is in the Hammer window; if you find something in there that you don't know what it does (oh bad sentence, sorry) you can look it up. Many sites will have a definition, if not a list.
 
 
 
2008 Oct 30 at 17:21 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
collective.valve-erc.com used to have a great list with description of almost every entity, unfortunately that site is dead now. Luckily you can download an offline-version of it from here: http://www.egir.dk/files/collective-valve-erc-entity-documentation.zip

Otherwise, as Down Rodeo says, you can just look it up on the net(which usually means googling the entity-name).
QUACK! QUACK!
 
 
 
2008 Oct 30 at 17:33 UTC — Ed. 2008 Oct 30 at 17:34 UTC
Boerworz
2008 Oct 30 • 6
Thanks for taking time to reply, but that wasn't really what I was looking for. What I was trying to ask in my first post (sorry for being a bit unclear) was where I could find a list of the "events" that the Source Engine "posts". After a bit more googling I found what I was looking for: http://wiki.alliedmods.net/Generic_Source_Events

However, I can't seem to get them to work. Do I just create a new entity and set its name to eg. "round_start" if I want it to trigger each time a new round starts?

Many thanks,
Boerworz
 
 
 
2008 Oct 31 at 12:39 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Boerworz said:
Thanks for taking time to reply

Sounds like you're being sarcastic and saying it took them a long time to reply.
May contain traces of invisible text.
 
 
 
2008 Oct 31 at 13:47 UTC
Boerworz
2008 Oct 30 • 6
eDan Co. said:
Boerworz said:
Thanks for taking time to reply

Sounds like you're being sarcastic and saying it took them a long time to reply.


That wasn't my intention. I meant it as a positive comment since they could've spent that time doing something else, instead of helping me.

Cheers,
Boerworz
 
 
 
2008 Oct 31 at 14:06 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Nov 1 at 12:45 UTC
Boerworz
2008 Oct 30 • 6
Stupid me.. I thought CS 1.6 was built on the Source engine. I'm trying to make a map for CS 1.6, so I just realized that the list I mentioned earlier doesn't apply.

I'll check out your link, Down Rodeo.

Thanks for your help,
Boerworz
 
 
 
2008 Nov 2 at 10:34 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Boerworz said:
Stupid me.. I thought CS 1.6 was built on the Source engine.


Nope, CS 1.6 is built on the old 'Half-Life 1'-engine (also known as Goldsource).

The Source-engine (which is a completly different engine) is Valve's latest engine powering their Source-games(Half-Life 2, Counter-Strike: Source etc.)

The Source-engine is supposedly built from scratch and has today "nothing"(very little) in common(code-wise) with the, now 10 year-old, Goldsource-engine.

The 'Valve Developer Wiki' mostly concerns with the new Source-engine so you won't find much valuable info there if you're mapping for CS 1.6.

(Edited for correctness)
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2008 Nov 2 at 11:37 UTC — Ed. 2008 Nov 2 at 13:50 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
It's something of a moot point but I thought that Source and Goldsource were forked a while back and do share a little bit... it's immaterial anyway.

Also as KD says the developer wiki is pretty much Source only. I think there are a couple of relevant articles, but certainly not many.
 
 
 
2008 Nov 2 at 13:10 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Down Rodeo said:
It's something of a moot point but I thought that Source and Goldsource were forked a while back and do share a little bit... it's immaterial anyway.


Well yes, I guess you're right, in the beginning Source was a fork of Goldsource, but as time went by more and more of Source was rewritten so today I would guess there is very little left of Goldsource in Source, so little left you can consider Source a completely new engine...

The wiki talks a little about Source's origin:
Quote:

Origins

Source distantly originates from the GoldSrc engine, itself a heavily modified version of John D. Carmack's original Quake engine, as is explained by Valve employee Erik Johnson on the Valve Developer Community:[24]

When we were getting very close to releasing Half-Life (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both $/Goldsrc and /$Src. Over the next few years, we used these terms internally as "Goldsource" and "Source". At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the "Source" engine vs. the "Goldsource" engine, and the name stuck.

Source was developed part-by-part from this fork onwards, slowly replacing GoldSrc in Valve's internal projects[25] and explaining in part the reasons behind its unusually modular nature. Valve's development of Source since has been mixture of licensed middleware (Havok Physics, albeit heavily modified, and MP3 playback) and in-house-developed code.

John Carmack commented on his blog in 2004 that "there are still bits of early Quake code in Half-Life 2"[26] and numerous development interfaces are similar to Quake's, at least at a high level - but with both easily likely of being Valve avoiding reinventing the wheel, neither are indicative of a notable reliance on the older engine. Indeed given the fact that Source's 2003 code leak did not produce any such claims it can only be assumed that no incriminating evidence was to be found.

Source distances itself further from Quake as time goes on.

http://en.wikipedia.org/wiki/Source_engine#Origins


(Edited my original post to correct this.)
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2008 Nov 2 at 13:31 UTC — Ed. 2008 Nov 2 at 13:50 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Nov 2 at 14:11 UTC
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