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: > >> 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 >
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