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	<title>Comments for CornEmpire Software</title>
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	<link>http://cornempire.net</link>
	<description>Tidbits about programming, web development, gaming and other random stuff.</description>
	<lastBuildDate>Thu, 22 Jul 2010 14:51:57 +0000</lastBuildDate>
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		<title>Comment on Hesk Helpdesk (And Enhancements!) by cornmaster</title>
		<link>http://cornempire.net/2009/12/06/hesk-helpdesk-and-enhancements/comment-page-1/#comment-300</link>
		<dc:creator>cornmaster</dc:creator>
		<pubDate>Thu, 22 Jul 2010 14:51:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=160#comment-300</guid>
		<description>I&#039;m not sure how easy it would be to make it into a pluggable module since it is a total hack that is modifying the source of the application.  What I would recommend is hacking a version (ie 2.1/2.2/etc) first, and then use those PHP scripts to deploy to your clients.  Assuming they don&#039;t require any other customizations, it shouldn&#039;t be too much of a hassle.  But you are right, these customizations need to be repeated for each version change.

Now that 2.2 is out, I may make my modifications, and then upload the changed files.  Then, assuming no other customizations, you can just drop those into your installations.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure how easy it would be to make it into a pluggable module since it is a total hack that is modifying the source of the application.  What I would recommend is hacking a version (ie 2.1/2.2/etc) first, and then use those PHP scripts to deploy to your clients.  Assuming they don&#8217;t require any other customizations, it shouldn&#8217;t be too much of a hassle.  But you are right, these customizations need to be repeated for each version change.</p>
<p>Now that 2.2 is out, I may make my modifications, and then upload the changed files.  Then, assuming no other customizations, you can just drop those into your installations.</p>
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		<title>Comment on Hesk Helpdesk (And Enhancements!) by Tech NO Babble</title>
		<link>http://cornempire.net/2009/12/06/hesk-helpdesk-and-enhancements/comment-page-1/#comment-299</link>
		<dc:creator>Tech NO Babble</dc:creator>
		<pubDate>Thu, 22 Jul 2010 14:02:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=160#comment-299</guid>
		<description>Nice demo and good instructions. I started using the Hesk desk about 2 months ago and after getting my clients to use it to communicate with me, now they are requesting that I put it on their websites too. 

About your mod, is it possible to wrap it like a module, plug-in so that future updates don&#039;t require duplicating work. 

As much as I love the idea of the mod, and I have installed many when we used to use osCommerce, I won&#039;t do this for a client. I will have to install multiple installations for those who need more custom features.

Thanks again and I look forward to hearing your thoughts.

Alex</description>
		<content:encoded><![CDATA[<p>Nice demo and good instructions. I started using the Hesk desk about 2 months ago and after getting my clients to use it to communicate with me, now they are requesting that I put it on their websites too. </p>
<p>About your mod, is it possible to wrap it like a module, plug-in so that future updates don&#8217;t require duplicating work. </p>
<p>As much as I love the idea of the mod, and I have installed many when we used to use osCommerce, I won&#8217;t do this for a client. I will have to install multiple installations for those who need more custom features.</p>
<p>Thanks again and I look forward to hearing your thoughts.</p>
<p>Alex</p>
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		<title>Comment on CS2D Map Editing by cornmaster</title>
		<link>http://cornempire.net/2009/01/18/cs2d-map-editing/comment-page-1/#comment-284</link>
		<dc:creator>cornmaster</dc:creator>
		<pubDate>Sun, 18 Jul 2010 14:10:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=96#comment-284</guid>
		<description>Fiid:
What kind of bridge are you trying to make?

A simple bridge would just be different terrain over a water background.  This will allow people to walk on and off the bridge through the sides though.

If you want a bridge that people can walk across, but can&#039;t go in the water, then you need to modify the water tile.
1) Select the water from the left, and click Tile Properties.
2) Select Obstacle - w/o Shadow
3) Place your water.
4) Then place any other terrain as your bridge.
People will be able to shoot over the water, but not walk on it.
If you want people to die when they approach the water, you can change it to Deadly instead of obstacle, although I wouldn&#039;t recommend it since it is instant death.

If you want to create a bridge that people can walk across, and under, well, I&#039;m not sure if that is possible.  But if you want to fake it, you can use teleporters.
1) Create your map with your terrain under and over the bridge.
2) Make the bridge a different terrain, so that it will be easy to tell it apart from the surroundings.
3) If you want people on the bridge to shoot those below and vice versa, create an obstacle where the &#039;hand rail&#039; would be.  Otherwise, create a wall.
4) Create teleporters on each side of the obstacle that will teleport to the other side.
I&#039;ve attached an example map of this to the original post.

If I missed the type of bridge you want, let me know, and I&#039;ll see if I can figure that out too.</description>
		<content:encoded><![CDATA[<p>Fiid:<br />
What kind of bridge are you trying to make?</p>
<p>A simple bridge would just be different terrain over a water background.  This will allow people to walk on and off the bridge through the sides though.</p>
<p>If you want a bridge that people can walk across, but can&#8217;t go in the water, then you need to modify the water tile.<br />
1) Select the water from the left, and click Tile Properties.<br />
2) Select Obstacle &#8211; w/o Shadow<br />
3) Place your water.<br />
4) Then place any other terrain as your bridge.<br />
People will be able to shoot over the water, but not walk on it.<br />
If you want people to die when they approach the water, you can change it to Deadly instead of obstacle, although I wouldn&#8217;t recommend it since it is instant death.</p>
<p>If you want to create a bridge that people can walk across, and under, well, I&#8217;m not sure if that is possible.  But if you want to fake it, you can use teleporters.<br />
1) Create your map with your terrain under and over the bridge.<br />
2) Make the bridge a different terrain, so that it will be easy to tell it apart from the surroundings.<br />
3) If you want people on the bridge to shoot those below and vice versa, create an obstacle where the &#8216;hand rail&#8217; would be.  Otherwise, create a wall.<br />
4) Create teleporters on each side of the obstacle that will teleport to the other side.<br />
I&#8217;ve attached an example map of this to the original post.</p>
<p>If I missed the type of bridge you want, let me know, and I&#8217;ll see if I can figure that out too.</p>
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		<title>Comment on CS2D Map Editing by cornmaster</title>
		<link>http://cornempire.net/2009/01/18/cs2d-map-editing/comment-page-1/#comment-283</link>
		<dc:creator>cornmaster</dc:creator>
		<pubDate>Sun, 18 Jul 2010 13:52:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=96#comment-283</guid>
		<description>Onslaught-V:
Not sure exactly what that is.  I played around with it on a map for a few minutes but didn&#039;t really see any effect.  I would have thought it could be used for pathfinding or something, but that doesn&#039;t seem to be the case.  I assigned it to a trigger, and activated it.  The bot seemed to hang around that general area, but that could have simply been because of the map design, and not the node/trigger combination.

Something to think about anyway.  If you figure it out, come back and let us know. :)</description>
		<content:encoded><![CDATA[<p>Onslaught-V:<br />
Not sure exactly what that is.  I played around with it on a map for a few minutes but didn&#8217;t really see any effect.  I would have thought it could be used for pathfinding or something, but that doesn&#8217;t seem to be the case.  I assigned it to a trigger, and activated it.  The bot seemed to hang around that general area, but that could have simply been because of the map design, and not the node/trigger combination.</p>
<p>Something to think about anyway.  If you figure it out, come back and let us know. <img src='http://cornempire.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on CS2D Map Editing by cornmaster</title>
		<link>http://cornempire.net/2009/01/18/cs2d-map-editing/comment-page-1/#comment-282</link>
		<dc:creator>cornmaster</dc:creator>
		<pubDate>Sun, 18 Jul 2010 13:48:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=96#comment-282</guid>
		<description>tman545:
I played around with it, and couldn&#039;t make trigger_start work.  I assume it is something that will autostart something, but there are no options for delay and when walking over it, nothing happened.

A general example of how to use the trigger system to start weather would be:
1) Place an entity for weather. Gen_Weather
2) Right click and edit properties.
3) Give it a name, and set up the weather. Ex: Name: &#039;trigsnow&#039;
4) Create a Trigger entity.
5) Set the Trigger to &#039;trigsnow&#039;

Then in game, when the trigger is triggered, the snow will start.  Setting up a trigger_start should be the same process, I&#039;m just not sure what trigger_start operates on.

Sorry I couldn&#039;t be more help.  If you figure it out, come back and share. :)</description>
		<content:encoded><![CDATA[<p>tman545:<br />
I played around with it, and couldn&#8217;t make trigger_start work.  I assume it is something that will autostart something, but there are no options for delay and when walking over it, nothing happened.</p>
<p>A general example of how to use the trigger system to start weather would be:<br />
1) Place an entity for weather. Gen_Weather<br />
2) Right click and edit properties.<br />
3) Give it a name, and set up the weather. Ex: Name: &#8216;trigsnow&#8217;<br />
4) Create a Trigger entity.<br />
5) Set the Trigger to &#8216;trigsnow&#8217;</p>
<p>Then in game, when the trigger is triggered, the snow will start.  Setting up a trigger_start should be the same process, I&#8217;m just not sure what trigger_start operates on.</p>
<p>Sorry I couldn&#8217;t be more help.  If you figure it out, come back and share. <img src='http://cornempire.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on CS2D Map Editing by FiiD</title>
		<link>http://cornempire.net/2009/01/18/cs2d-map-editing/comment-page-1/#comment-275</link>
		<dc:creator>FiiD</dc:creator>
		<pubDate>Sat, 17 Jul 2010 17:56:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=96#comment-275</guid>
		<description>Hey CornMaster...this is all great you wrote...and you helped me much...but I need to know how to make bridges...can you help me out???</description>
		<content:encoded><![CDATA[<p>Hey CornMaster&#8230;this is all great you wrote&#8230;and you helped me much&#8230;but I need to know how to make bridges&#8230;can you help me out???</p>
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		<title>Comment on CS2D Map Editing by Onslaught-V</title>
		<link>http://cornempire.net/2009/01/18/cs2d-map-editing/comment-page-1/#comment-267</link>
		<dc:creator>Onslaught-V</dc:creator>
		<pubDate>Thu, 15 Jul 2010 01:59:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=96#comment-267</guid>
		<description>what the heck is botnode which available in cs2d editor?</description>
		<content:encoded><![CDATA[<p>what the heck is botnode which available in cs2d editor?</p>
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		<title>Comment on CS2D Map Editing by tman545</title>
		<link>http://cornempire.net/2009/01/18/cs2d-map-editing/comment-page-1/#comment-230</link>
		<dc:creator>tman545</dc:creator>
		<pubDate>Sun, 30 May 2010 14:00:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=96#comment-230</guid>
		<description>hey how do i use the tigger_start what do i type in</description>
		<content:encoded><![CDATA[<p>hey how do i use the tigger_start what do i type in</p>
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		<title>Comment on Hesk Helpdesk (And Enhancements!) by cornmaster</title>
		<link>http://cornempire.net/2009/12/06/hesk-helpdesk-and-enhancements/comment-page-1/#comment-227</link>
		<dc:creator>cornmaster</dc:creator>
		<pubDate>Sun, 16 May 2010 01:48:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=160#comment-227</guid>
		<description>Hey to anyone reading.  I&#039;ve taken another quick look at this and modified the admin_ticket.php file to achieve this.  I&#039;ve added the steps as the optional step 5: http://wiki.cornempire.net/hesk/start#optional_5_modify_admin_ticketphp

Only 4 small tweaks needed.  Let me know if there are any issues with it.</description>
		<content:encoded><![CDATA[<p>Hey to anyone reading.  I&#8217;ve taken another quick look at this and modified the admin_ticket.php file to achieve this.  I&#8217;ve added the steps as the optional step 5: <a href="http://wiki.cornempire.net/hesk/start#optional_5_modify_admin_ticketphp" rel="nofollow">http://wiki.cornempire.net/hesk/start#optional_5_modify_admin_ticketphp</a></p>
<p>Only 4 small tweaks needed.  Let me know if there are any issues with it.</p>
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		<title>Comment on Hesk Helpdesk (And Enhancements!) by Morteza</title>
		<link>http://cornempire.net/2009/12/06/hesk-helpdesk-and-enhancements/comment-page-1/#comment-226</link>
		<dc:creator>Morteza</dc:creator>
		<pubDate>Fri, 14 May 2010 11:59:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.cornempire.net/?p=160#comment-226</guid>
		<description>Hi &amp; tnx for your reply . 
you don&#039;t know how much this hack helped me at my work .
the only little problem is that the ID of categories are shown in admin ticket views before custom fields name. 
as a part of your tutorial for this , you told that we need to modify the printed name of the custom field, otherwise it will print the numbers before the name :

$temp = explode(&#039;_&#039;,$v[&#039;name&#039;]);
$v[&#039;name&#039;] = $temp[1];

i think we need to add this somewhere in admin files (i guess admin_ticket.php ) for disable printing of category IDs before custom field names...

again thank you very much for helping us. 

God blest you.</description>
		<content:encoded><![CDATA[<p>Hi &amp; tnx for your reply .<br />
you don&#8217;t know how much this hack helped me at my work .<br />
the only little problem is that the ID of categories are shown in admin ticket views before custom fields name.<br />
as a part of your tutorial for this , you told that we need to modify the printed name of the custom field, otherwise it will print the numbers before the name :</p>
<p>$temp = explode(&#8216;_&#8217;,$v['name']);<br />
$v['name'] = $temp[1];</p>
<p>i think we need to add this somewhere in admin files (i guess admin_ticket.php ) for disable printing of category IDs before custom field names&#8230;</p>
<p>again thank you very much for helping us. </p>
<p>God blest you.</p>
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