-- [ 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 > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -omega -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders