It was sent from his iPhone.
On Aug 19, 2011 6:47 PM, "Aaron Johnson" <ajohnson2...@comcast.net> wrote:
> 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:
>
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>> 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
>>>
>>>
>>>
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>>
>> ------------------------------
>>
>> 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
>> ***************************************
>
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