Still doesn't work, it freezes the game sometimes, and the beam still
doesn't go through, and sometimes the beam comes from the middle of
the screen....I have fooled around with it but nothing works :( Oh
well....any other ideas?

On 4/12/05, NuclearFriend <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Ok then, well one way would be to use botmans method, except replace his
> start_position with tr.startpos. Then ensure the second beam you call has a
> startpos of tr.endpos, and an endpos of the scaled new vector.
>
> So,
>
> /* start here */
>
> DrawBeam( startPos, tr.endpos, 9.6, false); //the last parameter is if you
> want the beam to come
> //from the "muzzle" attachment. this should be false (assuming startPos is
> defined)
>
> if ( penetrated )
> {
> Vector v_newbeam = tr.endpos - tr.startpos;
> VectorNormalize(v_newbeam);
> v_newbeam = v_newbeam * 1000; // scale the vector up to the length in units
> you want
> Vector v_beamend = tr.endpos + v_newbeam;
>
> DrawBeam( tr.endpos, v_beamend, 9.6, false );
> }
>
> /* end here */
>
> Good luck. :>
>
> On Apr 12, 2005 10:55 AM, Michael Kramer <[EMAIL PROTECTED]> wrote:
> >
> > Ok, I am actually creating the Gauss Gun....and I have everything
> > working except when the beam shoots through walls....this is what I
> > have
> >
> > I have it so that if penetrated = true then it will draw the beam
> > using this function
> >
> > DrawBeam( startposition,endposition,width, whether or not I use the Muzzle
> > )
> >
> > So basically I have it
> > DrawBeam( startPos, tr.endpos, 9.6, true ); For normal but I want to
> > so that it then creats another beam at the end so it would be like
> > DrawBeam( tr.endpos, beyond!!, 9.6, false );
> > But it doesn't work I do not know how to tell it to go past
> > tr.endpos.....By using Broome's method, it creats two beams both
> > coming from the muzzle even with muzzle set to false.
> >
> > The draw beam code is here:
> >
> > void CWeaponGaussGun::DrawBeam( const Vector &startPos, const Vector
> > &endPos, float width, bool useMuzzle )
> > {
> > CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
> >
> > if ( pOwner == NULL )
> > return;
> >
> > //Check to store off our view model index
> > if ( m_hViewModel == NULL )
> > {
> > CBaseViewModel *vm = pOwner->GetViewModel();
> >
> > if ( vm )
> > {
> > m_hViewModel.Set( vm );
> > }
> > }
> >
> > //Draw the main beam shaft
> > CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width );
> >
> > if ( useMuzzle )
> > {
> > pBeam->PointEntInit( endPos, m_hViewModel );
> > pBeam->SetEndAttachment( 1 );
> > pBeam->SetWidth( width / 4.0f );
> > pBeam->SetEndWidth( width );
> > }
> > else
> > {
> > pBeam->SetStartPos( startPos );
> > pBeam->SetEndPos( endPos );
> > pBeam->SetWidth( width );
> > pBeam->SetEndWidth( width / 4.0f );
> > }
> >
> > pBeam->SetBrightness( 255 );
> > pBeam->SetColor( 255, 145+random->RandomInt( -16, 16 ), 0 );
> > pBeam->RelinkBeam();
> > pBeam->LiveForTime( 0.1f );
> >
> > //Draw electric bolts along shaft
> > for ( int i = 0; i < 3; i++ )
> > {
> > pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, (width/2.0f) + i );
> >
> > if ( useMuzzle )
> > {
> > pBeam->PointEntInit( endPos, m_hViewModel );
> > pBeam->SetEndAttachment( 1 );
> > }
> > else
> > {
> > pBeam->SetStartPos( startPos );
> > pBeam->SetEndPos( endPos );
> > }
> >
> > pBeam->SetBrightness( random->RandomInt( 64, 255 ) );
> > pBeam->SetColor( 255, 255, 150+random->RandomInt( 0, 64 ) );
> > pBeam->RelinkBeam();
> > pBeam->LiveForTime( 0.1f );
> > pBeam->SetNoise( 1.6f * i );
> > pBeam->SetEndWidth( 0.1f );
> > }
> > }
> >
> > _______________________________________________
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> >
> >
> --
>
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