Look in the HL2MP class code. I actually did the opposite and stripped
the head turn stuff out.

Anyway, theres some stuff in there (LookAt function comes to mind)
which checks for the nearest player and turns the head/eyes to look at
it. I assume you could use the same code just replace play with your
entity du jour.

- Jed

2008/6/3 Patrick Gurney <[EMAIL PROTECTED]>:
> I'm working on writing a couple of entities that will give my player's head
> a "look at" effect. Briefly, I'm working in third person, so when there's
> something of interest around the player, I would like the model to actually
> -look- at the object, cuing the player to its significance. My working
> theory is that I create two entities: a head_controller, and then
> info_head_targets.
>
> head_controller searches the map for every instance of info_head_target,
> then calculates angles and stores them. When the player nears a target, the
> controller fires, dynamically changing the head yaw, pitch, and roll to
> properly look at the target.
>
>
>
> Targets would be created in hammer with the actual item, and placed where
> appropriate.
>
> I'm trying now to figure out exactly how to calculate these angles. I know
> there exists pEntity->getabsangles, getvector, getabsorigin, etc, but
> without any quality tutorials on the subject, I'm completely lost. I don't
> know how to properly crunch this information, because I don't know how it is
> returned. Quite frankly, I'm in over my head.
>
> But I want to learn this, and I'm not looking for someone to write it for
> me. If there's anybody who'd be willing to nudge me in the right direction,
> it'd be greatly appreciated. Thanks.
>
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