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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >
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