What is this the h4x0r from vegas. Or another cs_siege. I'd APC suicide myself to n0thing. I still goat more fury for zit pharms.
i miss talent. rip n0thing Sent from my iPhone On 2011-08-19, at 5:03 PM, hlcoders-requ...@list.valvesoftware.com wrote: > Send hlcoders mailing list submissions to > hlcoders@list.valvesoftware.com > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > hlcoders-requ...@list.valvesoftware.com > > You can reach the person managing the list at > hlcoders-ow...@list.valvesoftware.com > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > > 1. Re: Getting an attachment position on client side view model > (Michael Kramer) > 2. Re: Getting an attachment position on client side view model > (Asher Baker) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Fri, 19 Aug 2011 13:49:04 -0600 > From: Michael Kramer <gameexpertmas...@gmail.com> > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Getting an attachment position on client side > view model > Message-ID: > <calbphhgwnnsv+ppwmr4_ntm3jxxd5kzwmnsmdj35bfj0u3m...@mail.gmail.com> > Content-Type: text/plain; charset="iso-8859-1" > > is pEntity of type CBaseViewModel? > > if not, try casting pEntity to CBaseViewModel > > On Fri, Aug 19, 2011 at 12:55 PM, Ryan Sheffer <darksk...@gmail.com> wrote: > >> Thanks for the code, but unfortunately I need a way to get the attachment >> without using the beams attachment point stuff. >> >> >> On Thu, Aug 18, 2011 at 11:13 PM, Michael Kramer < >> gameexpertmas...@gmail.com> wrote: >> >>> When I drew a beam for one of my weapons I used the following: >>> >>> pBeam->PointEntInit( endPos, this ); >>> pBeam->SetEndAttachment( 1 ); >>> pBeam->SetWidth( width / 4.0f ); >>> pBeam->SetEndWidth( width ); >>> >>> However this was serverside code, But I did then have it also spark on the >>> muzzle, so I did: >>> CBaseViewModel *pViewModel = pOwner->GetViewModel(); >>> pViewModel->GetAttachment(LookupAttachment("muzzle"),origin,angles); >>> g_pEffects->Sparks(origin); >>> >>> >>> Below is the entire drawBeam function I used: >>> >>> CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); >>> CBaseViewModel *pViewModel = pOwner->GetViewModel(); >>> >>> if ( pOwner == NULL ) >>> return; >>> >>> //Check to store off our view model index >>> if ( pViewModel == NULL ) >>> { >>> CBaseViewModel *vm = pOwner->GetViewModel(); >>> if ( vm ) >>> { >>> m_hViewModel.Set( vm ); >>> } >>> } >>> #ifndef CLIENT_DLL >>> //Draw a tracer down the middle >>> UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, >>> true, "GaussTracer" ); >>> >>> //Draw the main beam shaft >>> CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width ); >>> >>> if ( useMuzzle ) >>> { >>> pBeam->PointEntInit( endPos, this ); >>> 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( 5.1f ); >>> >>> >>> On Thu, Aug 18, 2011 at 11:11 PM, Ryan Sheffer <darksk...@gmail.com>wrote: >>> >>>> Hey coders! >>>> >>>> I came across a nasty little issue and I thought maybe somebody has come >>>> across this before. >>>> I am trying to create a client side beam from the muzzle of the players >>>> view model to where the bullet impacts, but I cannot get the attachment >>>> position for the muzzle on the view model. >>>> >>>> Here is the code I am using for getting the attachment: >>>> >>>> int attachment = pEntity->LookupAttachment( "muzzle" ); >>>> pEntity->GetAttachment( attachment, vecAttachment, angAttachment ); >>>> >>>> pEntity is the view model. >>>> This is the same way I saw it done on the physcannons client side code. >>>> The position it gets appears to be somewhere close to the origin of the >>>> map but the coordinates are not exactly 0, 0, 0. One way to fix the >>>> position >>>> is to give myself a weapon_physcannon and then when I switch back to my gun >>>> the attachment position is where it should be, from the muzzle. I don't see >>>> anything special in the weapon_physcannon's code so I am baffled. >>>> >>>> Some things to note: >>>> - This is a client side entity, client side code >>>> - The attachment on the model looks fine in the model viewer >>>> >>>> So any help would be wonderful, I am just digging away at the debugging >>>> trying to find the issue but nothing sticks out, only the fact that having >>>> a >>>> physcannon at the same time fixes the problem. >>>> >>>> Here is the full code for the beam just in case: >>>> >>>> void C_WeaponSonicRifle::CreateShotBeam(void) >>>> { >>>> CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); >>>> >>>> if ( pOwner == NULL ) >>>> return; >>>> >>>> BeamInfo_t beamInfo; >>>> C_BaseAnimating *pEntity = NULL; >>>> trace_t tr; >>>> >>>> Vector vecAttachment, vecCrosshair, vecDir; >>>> QAngle angAttachment; >>>> >>>> if ( IsCarriedByLocalPlayer() && !::input->CAM_IsThirdPerson() ) >>>> { >>>> pEntity = pOwner->GetViewModel(); >>>> vecDir = pOwner->GetAutoaimVector(AUTOAIM_5DEGREES); >>>> } >>>> else >>>> { >>>> pEntity = this; >>>> vecDir = pOwner->GetAutoaimVector(AUTOAIM_5DEGREES); >>>> } >>>> >>>> pEntity->PushAllowBoneAccess( true, true, "sonic rifle" ); >>>> >>>> int attachment = pEntity->LookupAttachment( "muzzle" ); >>>> pEntity->GetAttachment( attachment, vecAttachment, angAttachment ); >>>> >>>> pEntity->PopBoneAccess( "sonic rifle" ); >>>> >>>> vecCrosshair = pOwner->Weapon_ShootPosition(); >>>> UTIL_TraceLine(vecCrosshair, vecCrosshair + (vecDir * >>>> MAX_TRACE_LENGTH), MASK_SONICBEAMS, pOwner, COLLISION_GROUP_NONE, &tr); >>>> >>>> beamInfo.m_pStartEnt = NULL; >>>> beamInfo.m_pEndEnt = NULL; >>>> >>>> //beamInfo.m_nType = TE_BEAMPOINTS; >>>> beamInfo.m_vecStart = tr.endpos; >>>> beamInfo.m_vecEnd = vecAttachment; >>>> >>>> beamInfo.m_nStartAttachment = NULL; >>>> beamInfo.m_nEndAttachment = NULL; >>>> >>>> beamInfo.m_pszModelName = "sprites/laserbeam.vmt"; >>>> beamInfo.m_flHaloScale = 0.0f; >>>> beamInfo.m_flLife = 2.5f; >>>> >>>> beamInfo.m_flWidth = 3.0f; >>>> beamInfo.m_flEndWidth = 3.0f; >>>> >>>> beamInfo.m_flFadeLength = 0.0f; >>>> beamInfo.m_flAmplitude = 0; >>>> >>>> beamInfo.m_flBrightness = 255.0; >>>> >>>> beamInfo.m_flSpeed = 1.0f; >>>> beamInfo.m_nStartFrame = 0.0; >>>> beamInfo.m_flFrameRate = 30.0; >>>> >>>> beamInfo.m_flRed = 255; >>>> beamInfo.m_flGreen = 255; >>>> beamInfo.m_flBlue = 255; >>>> >>>> beamInfo.m_nSegments = 4; >>>> beamInfo.m_bRenderable = true; >>>> beamInfo.m_nFlags = (FBEAM_SHADEIN | FBEAM_SHADEOUT | FBEAM_FADEOUT); >>>> >>>> beams->CreateBeamPoints( beamInfo ); >>>> } >>>> >>>> Thanks guys :) >>>> >>>> -- >>>> ~Ryan ( skidz ) >>>> >>>> _______________________________________________ >>>> 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 >>> >>> >>> >> >> >> -- >> ~Ryan ( skidz ) >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > <http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20110819/338bd670/attachment-0001.html> > > ------------------------------ > > Message: 2 > Date: Fri, 19 Aug 2011 23:03:08 +0100 > From: Asher Baker <asher...@gmail.com> > To: Discussion of Half-Life Programming > <hlcoders@list.valvesoftware.com> > Subject: Re: [hlcoders] Getting an attachment position on client side > view model > Message-ID: > <ca+q08fefzekcxkzucnpcsizita0tt2cfnoo-cbpz5oocmvb...@mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1 > > Complete guess, but is it possible the position you are getting is > relative to the entity origin instead of world? Would explain the > small values. > > On Fri, Aug 19, 2011 at 8:49 PM, Michael Kramer > <gameexpertmas...@gmail.com> wrote: >> is pEntity of type?CBaseViewModel? >> if not, try casting pEntity to CBaseViewModel >> >> On Fri, Aug 19, 2011 at 12:55 PM, Ryan Sheffer <darksk...@gmail.com> wrote: >>> >>> Thanks for the code, but unfortunately I need a way to get the attachment >>> without using the beams attachment point stuff. >>> >>> On Thu, Aug 18, 2011 at 11:13 PM, Michael Kramer >>> <gameexpertmas...@gmail.com> wrote: >>>> >>>> When I drew a beam for one of my weapons I used the following: >>>> pBeam->PointEntInit( endPos, this ); >>>> pBeam->SetEndAttachment( 1 ); >>>> pBeam->SetWidth( width / 4.0f ); >>>> pBeam->SetEndWidth( width ); >>>> However this was serverside code, But I did then have it also spark on >>>> the muzzle, so I did: >>>> CBaseViewModel *pViewModel = pOwner->GetViewModel(); >>>> pViewModel->GetAttachment(LookupAttachment("muzzle"),origin,angles); >>>> g_pEffects->Sparks(origin); >>>> >>>> Below is the entire drawBeam function I used: >>>> CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); >>>> CBaseViewModel *pViewModel = pOwner->GetViewModel(); >>>> if ( pOwner == NULL ) >>>> return; >>>> //Check to store off our view model index >>>> if ( pViewModel == NULL ) >>>> { >>>> CBaseViewModel *vm = pOwner->GetViewModel(); >>>> if ( vm ) >>>> { >>>> m_hViewModel.Set( vm ); >>>> } >>>> } >>>> #ifndef CLIENT_DLL >>>> //Draw a tracer down the middle >>>> UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, true, >>>> "GaussTracer" ); >>>> //Draw the main beam shaft >>>> CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width ); >>>> if ( useMuzzle ) >>>> { >>>> pBeam->PointEntInit( endPos, this ); >>>> 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( 5.1f ); >>>> >>>> On Thu, Aug 18, 2011 at 11:11 PM, Ryan Sheffer <darksk...@gmail.com> >>>> wrote: >>>>> >>>>> Hey coders! >>>>> >>>>> I came across a nasty little issue and I thought maybe somebody has come >>>>> across this before. >>>>> I am trying to create a client side beam from the muzzle of the players >>>>> view model to where the bullet impacts, but I cannot get the attachment >>>>> position for the muzzle on the view model. >>>>> >>>>> Here is the code I am using for getting the attachment: >>>>> >>>>> ??? int??? attachment = pEntity->LookupAttachment( "muzzle" ); >>>>> ??? pEntity->GetAttachment( attachment, vecAttachment, angAttachment ); >>>>> >>>>> pEntity is the view model. >>>>> This is the same way I saw it done on the physcannons client side code. >>>>> The position it gets appears to be somewhere close to the origin of the >>>>> map but the coordinates are not exactly 0, 0, 0. One way to fix the >>>>> position >>>>> is to give myself a weapon_physcannon and then when I switch back to my >>>>> gun >>>>> the attachment position is where it should be, from the muzzle. I don't >>>>> see >>>>> anything special in the weapon_physcannon's code so I am baffled. >>>>> >>>>> Some things to note: >>>>> - This is a client side entity, client side code >>>>> - The attachment on the model looks fine in the model viewer >>>>> >>>>> So any help would be wonderful, I am just digging away at the debugging >>>>> trying to find the issue but nothing sticks out, only the fact that >>>>> having a >>>>> physcannon at the same time fixes the problem. >>>>> >>>>> Here is the full code for the beam just in case: >>>>> >>>>> void C_WeaponSonicRifle::CreateShotBeam(void) >>>>> { >>>>> ??? CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); >>>>> >>>>> ??? if ( pOwner == NULL ) >>>>> ??? ??? return; >>>>> >>>>> ??? BeamInfo_t beamInfo; >>>>> ??? C_BaseAnimating *pEntity = NULL; >>>>> ??? trace_t tr; >>>>> >>>>> ??? Vector??? vecAttachment, vecCrosshair, vecDir; >>>>> ??? QAngle??? angAttachment; >>>>> >>>>> ??? if ( IsCarriedByLocalPlayer() && !::input->CAM_IsThirdPerson() ) >>>>> ??? { >>>>> ??? ??? pEntity = pOwner->GetViewModel(); >>>>> ??? ??? vecDir = pOwner->GetAutoaimVector(AUTOAIM_5DEGREES); >>>>> ??? } >>>>> ??? else >>>>> ??? { >>>>> ??? ??? pEntity = this; >>>>> ??? ??? vecDir = pOwner->GetAutoaimVector(AUTOAIM_5DEGREES); >>>>> ??? } >>>>> >>>>> ??? pEntity->PushAllowBoneAccess( true, true, "sonic rifle" ); >>>>> >>>>> ??? int??? attachment = pEntity->LookupAttachment( "muzzle" ); >>>>> ??? pEntity->GetAttachment( attachment, vecAttachment, angAttachment ); >>>>> >>>>> ??? pEntity->PopBoneAccess( "sonic rifle" ); >>>>> >>>>> ??? vecCrosshair = pOwner->Weapon_ShootPosition(); >>>>> ??? UTIL_TraceLine(vecCrosshair, vecCrosshair + (vecDir * >>>>> MAX_TRACE_LENGTH), MASK_SONICBEAMS, pOwner, COLLISION_GROUP_NONE, &tr); >>>>> >>>>> ??? beamInfo.m_pStartEnt = NULL; >>>>> ??? beamInfo.m_pEndEnt = NULL; >>>>> >>>>> ??? //beamInfo.m_nType = TE_BEAMPOINTS; >>>>> ??? beamInfo.m_vecStart = tr.endpos; >>>>> ??? beamInfo.m_vecEnd = vecAttachment; >>>>> >>>>> ??? beamInfo.m_nStartAttachment = NULL; >>>>> ??? beamInfo.m_nEndAttachment = NULL; >>>>> >>>>> ??? beamInfo.m_pszModelName = "sprites/laserbeam.vmt"; >>>>> ??? beamInfo.m_flHaloScale = 0.0f; >>>>> ??? beamInfo.m_flLife = 2.5f; >>>>> >>>>> ??? beamInfo.m_flWidth = 3.0f; >>>>> ??? beamInfo.m_flEndWidth = 3.0f; >>>>> >>>>> ??? beamInfo.m_flFadeLength = 0.0f; >>>>> ??? beamInfo.m_flAmplitude = 0; >>>>> >>>>> ??? beamInfo.m_flBrightness = 255.0; >>>>> >>>>> ??? beamInfo.m_flSpeed = 1.0f; >>>>> ??? beamInfo.m_nStartFrame = 0.0; >>>>> ??? beamInfo.m_flFrameRate = 30.0; >>>>> >>>>> ??? beamInfo.m_flRed = 255; >>>>> ??? beamInfo.m_flGreen = 255; >>>>> ??? beamInfo.m_flBlue = 255; >>>>> >>>>> ??? beamInfo.m_nSegments = 4; >>>>> ??? beamInfo.m_bRenderable = true; >>>>> ??? beamInfo.m_nFlags = (FBEAM_SHADEIN | FBEAM_SHADEOUT | >>>>> FBEAM_FADEOUT); >>>>> >>>>> ??? beams->CreateBeamPoints( beamInfo ); >>>>> } >>>>> >>>>> Thanks guys :) >>>>> >>>>> -- >>>>> ~Ryan ( skidz ) >>>>> >>>>> _______________________________________________ >>>>> 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 >>>> >>>> >>> >>> >>> >>> -- >>> ~Ryan ( skidz ) >>> >>> _______________________________________________ >>> 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 >> >> >> > > > > ------------------------------ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > End of hlcoders Digest, Vol 5, Issue 27 > *************************************** _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders