[hlcoders] GetAttachment in client side and SetupBones (Strider)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi everybody. I'm having problems with the strider legs and i found what's the problem. In the client side of the strider entity, I get the vehicle_driver_eyes attachment for use it in my Strider Mod. But the problem is that when I call to the GetAttachment function , this function calls too SetupBone in client side. When the strider's ClientThink calls to the bonecache to update the bones of the legs of the strider, calls badly to this function Because GetAttachment has call 3 times before the SetupBones function. The result is a bad leg bone positions every 4 frames How I can call the bonecache in clientthink function and use the GetAttachment in the client side too (Without call setupbones). Thanks to all -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Plugin API: NetworkIDString returns UNKNOWN
Any time I call PlayerInfoManager::GetNetworkIDString() or IVEngineInterface::GetPlayerNetwordIDString(edict_t*) from ClientActivate(), I get a string with UNKOWN. This occurs not only while debugging locally, but also on my public server. The SteamID should be available in ClientActivate, no? I checked it against BeetleFart's current code and they seemed to be doing the same, but with proper results. Ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN
No (in general, typically it will work). Retrieval of the network ID is an asynchronous operation, it can complete at any time (hence the network ID callback for plugins). Your problem however appears to be due to you running a listen server with maxplayers set to 1 (making it a single player game), in that case the network ID is never set to a valid value. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Tuesday, February 08, 2005 12:06 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN Any time I call PlayerInfoManager::GetNetworkIDString() or IVEngineInterface::GetPlayerNetwordIDString(edict_t*) from ClientActivate(), I get a string with UNKOWN. This occurs not only while debugging locally, but also on my public server. The SteamID should be available in ClientActivate, no? I checked it against BeetleFart's current code and they seemed to be doing the same, but with proper results. Ideas? ___ 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
Re: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN
No (in general, typically it will work). Retrieval of the network ID is an asynchronous operation, it can complete at any time This is a bug in 1.6 servers. Sometimes the network ID will never be retrieved by the server, banned players can play easily. We had to code an adminmod plugin to get rid of this bug. It _seems_, this bug never happens on source servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN
(hence the network ID callback for plugins). I'm assuming your talking about the NetworkIDValidated function? If so, could this function be changed to pass an edict or player index, instead of their name? The name is useless, because most of the time, NetworkIDValidated is called before they get in the game, and the playerinfomanager does not have any data for the player until they are in the game, making searching for a name useless. Just my observation. - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, February 08, 2005 3:31 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN No (in general, typically it will work). Retrieval of the network ID is an asynchronous operation, it can complete at any time (hence the network ID callback for plugins). Your problem however appears to be due to you running a listen server with maxplayers set to 1 (making it a single player game), in that case the network ID is never set to a valid value. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Tuesday, February 08, 2005 12:06 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN Any time I call PlayerInfoManager::GetNetworkIDString() or IVEngineInterface::GetPlayerNetwordIDString(edict_t*) from ClientActivate(), I get a string with UNKOWN. This occurs not only while debugging locally, but also on my public server. The SteamID should be available in ClientActivate, no? I checked it against BeetleFart's current code and they seemed to be doing the same, but with proper results. Ideas? ___ 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
RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN
Or change the playerinfomanager to return a valid pointer before the player enters the game. Why would there be a IsConnected() function in playerinfomanager anyway, if it will only return a valid pointer, if the player has already enterd the game ? Just some other thoughts on that. :) Punisher -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Tuesday, February 08, 2005 10:56 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN (hence the network ID callback for plugins). I'm assuming your talking about the NetworkIDValidated function? If so, could this function be changed to pass an edict or player index, instead of their name? The name is useless, because most of the time, NetworkIDValidated is called before they get in the game, and the playerinfomanager does not have any data for the player until they are in the game, making searching for a name useless. Just my observation. - voogru. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN
Even better, make playerinfomanager valid for players before they are in the game, and change NetworkIDValidated to pass edict or index. Save up some CPU searching for players to get the ID, why not? - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hendrik Punisher Leppkes Sent: Tuesday, February 08, 2005 5:38 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN Or change the playerinfomanager to return a valid pointer before the player enters the game. Why would there be a IsConnected() function in playerinfomanager anyway, if it will only return a valid pointer, if the player has already enterd the game ? Just some other thoughts on that. :) Punisher -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Tuesday, February 08, 2005 10:56 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN (hence the network ID callback for plugins). I'm assuming your talking about the NetworkIDValidated function? If so, could this function be changed to pass an edict or player index, instead of their name? The name is useless, because most of the time, NetworkIDValidated is called before they get in the game, and the playerinfomanager does not have any data for the player until they are in the game, making searching for a name useless. Just my observation. - voogru. ___ 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
[hlcoders] Safe way of setting weapon damages?
Currently it seems weapon damage info is loaded from a script file, is there a way to hard code this? I would rather avoid server admins from being able to modify the damage values and hence the balance of the MOD. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.8.6 - Release Date: 07/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] GetAttachment in client side and SetupBones (Strider)
Hi. Somebody understand my mail?. Sorry, my english is no good. I only want a way to call GetAttachment in the client side of the entity, without touch setupbones. I only added a ViewSmoothing function in the client side of the strider for my vehicle purposes. This funcion gets the vehicle_driver_eyes attachment, and calls SetupBone. When clientthink function of the strider calls the bone cache, this may be corrupted, because don't get well the cache. The view of the strider shows bad the bones. Only wanted a best way to do this. InvalidateBoneCache or something else???. Thanks, please i need some help. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders