which version of the SDK is this?
can you post the code in question?

On Fri, Oct 4, 2013 at 10:48 AM, <eric.br...@dnbrown.net> wrote:

> Hello,
>
> I've been working on a simple auto turret based on code in
> server/hl2/func_tank.cpp, and I've got a few questions about making
> something like a turret barrel rotate smoothly when tracking a target:
>
> - func_tank uses SetMoveDoneTime() in a few places, but it never sets the
> callback with SetMoveDone().  I've a little confused by this, because I
> figured that it would/should use SetMoveDone() to reevaluate whether or not
> the barrel should stop rotating, but instead it does this on every think
> interval by calling SetLocalANgularVelocity(vec3_angle).  Why does this
> class bother setting SetMoveDoneTime()?
>
> - In my turret code that's based on func_tank, I tried using SetMoveDone()
> and SetMoveDoneTime(), but the callback never got called...  After looking
> through the sdk a bit, I'm wondering if these functions are only for
> vphysics/MOVETYPE_PUSH objects?  Why?
>
> - In any event, right now when I want to aim the turret barrel at a target
> now, I just call SetLocalAngles() instead of SetLocalAngularVelocity().  I
> suppose this would produce choppy rotation in a network with more latency,
> and ideally, I'd like to have smooth rotation.  What's the best way to do
> something like that?  It seems like if I use SetLocalAngularVelocity() the
> rotation might be smooth, but if the Think interval isn't fast enough, the
> turret barrel willl never be able to stop when it reaches the ideal/target
> angle.  Is there a good way to tell an object to smoothly rotate until it
> reaches an target angle?
>
> - Right now my turret has a fixe base and a head model that gets rotated
> with SetLocalAngles(), but I'd like to use a model that takes yaw/pitch
> parameters to achieve this animation.  Are there any good examples of
> models and QC files that can pitch 360 degrees and have a more limited yaw
> range?  Should I just make a model that takes a yaw pose parameter for
> vertical aiming, and then use something like SetLocalAngles() to control
> the pitch?  What would this look like in QC (an animation/sequence that
> only takes a yaw parameter)?
>
>
> Sorry for all of the questions, but on a separate note:
> - I've made several player models and did the aim layer animation similar
> to the SDK examples for humans (hl2mp), but I have one problem:  The aim
> direction appears to be inverted! (using thirdperson to view)  I tried
> inverting the parameters in the QC file, but it doesn't appear to have any
> effect.  I think I've reached the point where I need to really understand
> how the animation blending subsystem works so that I can sort out these aim
> layer problems, and maybe make a turret model as well.  There's no
> documentation about "calcblend", and despite tons of googling, I still
> don't fully understand the blend/blendwidth options for generating
> sequences (the order of the aim directions, how the input parameter affects
> which two keyframes are being interpolated...).  Does anyone have some
> definitive examples of how blending works, or is there some really detailed
> documentation of these features somewhere?  Any help on this subject would
> be very helpful.
>
> Thanks,
> Eric
>
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