[hlcoders] Fw: Non interactive props.

2005-11-26 Thread c0ldfyr3

Hey all.

Again probably a lame question but im gonna pop it in here anyway.
I am spawning some prop_physics_multiplayer into an explosion, so I cannot
use TempEnts-PhysicsProp as it gets destroyed in the blast it is spawned
in.
My problem is making them interacable to other explosions etc or being shot
or anything other than being pushed by player movement.
If I change COLLISION_GROUP_PUSHAWAY to COLLISION_GROUP_NONE then they push
players away instead of vice-versa.

Any help would be gratefully appreciated.

[CODE]
CPhysicsProp *pBase = (CPhysicsProp *)CreateEntity(
prop_physics_multiplayer, -1 );
if ( !pBase )
  {
  HUD_printAll( No pBase for prop_physics ! );
  return;
  }
}
pBase-SetModel( ModelName );

Vector vTeleport;
Vector VecDir;
VecDir.x = m_Random-RandomFloat( -500, 500 );
VecDir.y = m_Random-RandomFloat( -500, 500 );
VecDir.z = m_Random-RandomFloat( -10, 500 );

vOrigin= (Explosion Origin);
vOrigin.z += m_Random-RandomInt( 30, 70 );
vOrigin.x += m_Random-RandomInt( -10, 10 );
vOrigin.y += m_Random-RandomInt( -10, 10 );
ang = QAngle( m_Random-RandomInt( -10, 10 ), m_Random-RandomInt( -10,
10 ), m_Random-RandomInt( -10, 10 ) );

pBase-SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
pBase-SetMoveType( MOVETYPE_VPHYSICS, MOVECOLLIDE_DEFAULT );
pBase-SetMaxHealth( 20 );
pBase-SetHealth( 20 );
if ( pBase-CreateVPhysics() )
{
  pBase-SetCollisionBounds( -Vector(15,15,15), Vector(15,15,15) );
  pBase-SetMoveType( MOVETYPE_VPHYSICS, MOVECOLLIDE_DEFAULT );
  pBase-SetCollisionGroup( COLLISION_GROUP_PUSHAWAY );
  pBase-SetMaxHealth( 20 );
  pBase-SetHealth( 20 );
  IPhysicsObject *IPhys = pBase-VPhysicsGetObject();
  if ( IPhys )
  {
  IPhys-SetMass( 10 );
  IPhys-EnableCollisions( true );
  IPhys-EnableGravity( true );
  IPhys-EnableMotion( true );
  IPhys-Wake();
  }
  pBase-Teleport( vOrigin, ang, VecDir);
}
[/CODE]


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[hlcoders] Is there such a thing as a NULL model?

2005-11-26 Thread Imperio59

Hi,
I'm faced with a problem right now, and i've been trying a few solutions
but to no avail so far...
I'm trying to create a weapon that has a first person view model, but no
third person model at all (the character model will display the animation).
I've tried SetModel(NULL); or putting  as the world model name in the
script file, both those crash me... I've tried putting a bunch of
AddEffect(EF_NODRAW) everywhere in my weapon class, no luck there, i've
had a modeller make me an empty model, and that also crashes...

Anyone got a simple solution for me to fix this problem?


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RE: [hlcoders] Is there such a thing as a NULL model?

2005-11-26 Thread Chris Janes
For early versions of hidden we just commented out the world model from the
weapon script - it threw an error in the console, but didn't crash and the
model was invisible (no error model either). Might be a good place to start
looking.

If that doesn't work for you, could you not maybe set the models alpha to 0?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
Sent: 26 November 2005 20:20
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Is there such a thing as a NULL model?

Hi,
I'm faced with a problem right now, and i've been trying a few solutions but
to no avail so far...
I'm trying to create a weapon that has a first person view model, but no
third person model at all (the character model will display the animation).
I've tried SetModel(NULL); or putting  as the world model name in the
script file, both those crash me... I've tried putting a bunch of
AddEffect(EF_NODRAW) everywhere in my weapon class, no luck there, i've had
a modeller make me an empty model, and that also crashes...

Anyone got a simple solution for me to fix this problem?


--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.362 / Virus Database: 267.13.8/183 - Release Date: 25/11/2005



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Re: [hlcoders] Is there such a thing as a NULL model?

2005-11-26 Thread Teddy
I did this for the Fatman Fist weapon in dystopia. I modified the
SetWeaponVisible() for the fist, so it would AddEffects( EF_NODRAW );
(which hides the world model) and then  vm-RemoveEffects( EF_NODRAW
); so it shows the viewmodel

On 11/27/05, Chris Janes [EMAIL PROTECTED] wrote:
 For early versions of hidden we just commented out the world model from the
 weapon script - it threw an error in the console, but didn't crash and the
 model was invisible (no error model either). Might be a good place to start
 looking.

 If that doesn't work for you, could you not maybe set the models alpha to 0?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
 Sent: 26 November 2005 20:20
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Is there such a thing as a NULL model?

 Hi,
 I'm faced with a problem right now, and i've been trying a few solutions but
 to no avail so far...
 I'm trying to create a weapon that has a first person view model, but no
 third person model at all (the character model will display the animation).
 I've tried SetModel(NULL); or putting  as the world model name in the
 script file, both those crash me... I've tried putting a bunch of
 AddEffect(EF_NODRAW) everywhere in my weapon class, no luck there, i've had
 a modeller make me an empty model, and that also crashes...

 Anyone got a simple solution for me to fix this problem?


 --
 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.1.362 / Virus Database: 267.13.8/183 - Release Date: 25/11/2005



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 please visit:
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