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[ Picked text/plain from multipart/alternative ]
you can also use an attachment point to get the position.


On 10/17/07, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi Richard,
>
> Code the beam as part of the weapon, the player class tends to get big
> enough doing its own stuff so adding weapon-specific code there should be
> a
> last resort.
>
> You'll find sometimes that the player originating the beam is outside the
> PVS of the player who's supposed to see the beam. Therefore make sure you
> transmit the player originating the beam to all players who are in the PVS
> of the beam's endpoint in addition to any other PVS rules (see
> ShouldTransmit.)
>
> Lining up the beam is a hassle. Trying to make it look like the beam is
> parallel to the muzzle of the gun and maintaining the accurate endpoint
> could be nearly impossible. You have to consider the SDK's player
> animation
> blending, which doesn't orient the player's upper body 100% correct (see
> sv_showanimstate/cl_showanimstate). A quick workaround is to use
> FBEAM_SHADEIN to hide that the beam isn't perfect.
>
> Regards,
>
> Paul
>
> On 10/17/07, Richard Hough <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > All,
> >
> > I'm looking for some advice on how to best structure my code and was
> > hoping
> > that someone could provide some feedback.
> >
> > Concept:
> > Our team is interested in creating a laser beam sight for one of our
> > weapons.  This effect would be an actual beam starting at the muzzle of
> > the
> > gun and then intersecting with the world geometry, similar to the sniper
> > sight from Half-Life 2.  When a player on a team activates the laser
> sight
> > it would be visible to himself and conditionally visible to the other
> > players in the game according to their team affiliation.
> >
> > Implementation:
> > The current thought is to implement the beam itself using the C_Beam
> > construct.  To reduce server load the beams should probably be created
> as
> > a
> > client-side effect only, with a bitflag being transmitted between the
> > server
> > and all clients to indicate when a player is activating this effect.  As
> > all
> > clients have the eye-vector information of other clients on the server,
> > this
> > information should allow us to create the effect appropriately.
> >
> > Question:
> > A few questions exist about how to properly organize our code for this
> > system.  Firstly, we were looking for some advice as to where to place
> the
> > actual code for the system.  Since this is a weapon-specific effect, the
> > first impulse we had was to place the code within the appropriate
> weapon;
> > however, a fair argument persists that this should be resident in the
> > SDKPlayer since (we think) placing it there will make it easier to
> handle
> > displaying the beam from other players in the server aside from the
> > client.
> > In addition to that we have some concerns regarding how this will look
> > when
> > it's finally implemented - do we have the granularity of information we
> > need
> > on the client from other players to properly adjust the beam's
> orientation
> > at appropriate speeds?  There's also the possibility that a better
> > implementation of what we're going for exists that we don't have the
> > experience to know about yet as well.
> >
> > Any advice that any of you can give would be helpful.  While we could
> just
> > sludge through the code ourselves and hack something in, learning how to
> > write efficient code in this SDK is of high value to us and for that we
> > thought your insight might be helpful.  :)
> >
> > -Richard "Brackhar" Hough
> > --
> >
> > _______________________________________________
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> > please visit:
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> >
> >
> --
>
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-omega
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