[hlcoders] GetAttachment in client side and SetupBones (Strider)

2005-02-08 Thread Jose Luis Gonzalez
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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

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[hlcoders] Plugin API: NetworkIDString returns UNKNOWN

2005-02-08 Thread Roy Laurie

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?



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RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN

2005-02-08 Thread Alfred Reynolds
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?



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Re: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN

2005-02-08 Thread Ronny Schedel
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.
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RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN

2005-02-08 Thread Spencer 'voogru' MacDonald
(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?



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RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN

2005-02-08 Thread Hendrik \Punisher\ Leppkes
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.




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RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN

2005-02-08 Thread Spencer 'voogru' MacDonald
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.




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[hlcoders] Safe way of setting weapon damages?

2005-02-08 Thread Imperio59
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.
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[hlcoders] GetAttachment in client side and SetupBones (Strider)

2005-02-08 Thread Jose Luis Gonzalez
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.



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