Re: [hlcoders] OnGameRulesCreationStringChanged

2006-06-18 Thread Adam \"amckern\" Mckern
Did the dll's copy over correct?

Do you have build, and contunie enabled? (Disable if
you do)

--- Aaron Schiff <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I keep getting Engine Error:
> OnGameRulesCreationStringChanged: missing
> gamerules class 'CPWOccupyRules' on the client when
> I start my server...I
> tried all of my gamerules types but they all give me
> error messages. I
> checked the source and I do have
> REGISTER_GAMERULES_CLASS(CPWOccupyRules);
> in it and it is compiling correctly on both the
> client and the server. What
> might be causing this to happen?
>
> --
> ts2do
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[hlcoders] OnGameRulesCreationStringChanged

2006-06-18 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
I keep getting Engine Error: OnGameRulesCreationStringChanged: missing
gamerules class 'CPWOccupyRules' on the client when I start my server...I
tried all of my gamerules types but they all give me error messages. I
checked the source and I do have REGISTER_GAMERULES_CLASS(CPWOccupyRules);
in it and it is compiling correctly on both the client and the server. What
might be causing this to happen?

--
ts2do
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Re: [hlcoders] TraceRay not hitting player's head

2006-06-18 Thread Skillet
--
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Make sure you reset it to USE_OBB_COLLISION_BOUNDS on death, seems to cause
me some problems otherwise.

On 6/17/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Thanks Matt!  That does the trick beautifully.
>
> Of course since we are both writing server plugins, we don't have access
> to
> CollisionProp()->SetSurroundingBoundsType()
>
> It's working though. Just takes more work to change the surrounding bounds
> type.
>
> Grant
> (L. Duke)
>
>
>
> On 6/15/06, Matt Boone <[EMAIL PROTECTED]> wrote:
> >
> > A better way to do this is to increase the size of the surrounding box
> > for the player. You will want to call this in your player spawn
> > function:
> >
> > CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
> >
> > The collision property will then update the absbox whenever the entity's
> > angles, position or animation marks the collision as dirty. Depending on
> > your mod, you may have to mark the collision bounds dirty on the client
> > yourself, when you know the angles or origin of your client entity have
> > changed.
> >
> > You can use "ent_absbox" on a player to see their server side absbox and
> > "cl_ent_absbox" to see the client version.
> >
> > With this box surrounding the player, bullet tracelines should hit
> > hitboxes that are outside of the movement bounding box.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
> > Sent: Monday, June 12, 2006 6:54 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] TraceRay not hitting player's head
> >
> > The regular trace will exclude a player as a target if the trace doesn't
> > collide with the bounding box.
> >
> > It is possible to do an additional check on eligible players and force a
> > trace against their hitboxes with enginetrace->ClipRayToEntity. That's
> > per target player, so you can do extra work to make the list of
> > potential players you're tracing against as small as possible.
> >
> > In pseudocode:
> >
> > For all players
> > {
> > if this player is likely to be hit by the ray
> > ( this check can do a DistanceToRay from the traceline and
> > exclude if needed )
> > {
> > do the enginetrace->ClipRayToEntity
> >
> > now check if we hit the player and the hit was the
> > closest thing that we hit
> > }
> > }
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of JG
> > Sent: Monday, June 12, 2006 4:40 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] TraceRay not hitting player's head
> >
> > I realize this is an old topic, but I have this same problem and can't
> > find a solution.
> > http://www.sourcemod.net/forums/viewtopic.php?t=3658
> >
> > As you can see, the "bounding box" doesn't actually surround the whole
> > model, so there lies the problem.. There's got to be a way to fix this
> > since the traces done when someone fires at someone's head don't just go
> > through the player's head. I just have no clue how to accomplish this.
> > Any help would be greatly appreciated.
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Good call. Yes, it's
> > for CS:S.
> >
> >
> > On 3/25/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Are you using CS:S?
> > > coz CS:S models are weird...
> > >
> > > On 3/24/06, LDuke <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] For debugging
> > > > purposes, in a MP game, I'm drawing a line to the endpoint of the
> > > > trace. If I aim at a foot, body, hand, etc. the player entity is
> > > > returned and the line gets drawn to that point. But if I aim at the
> > > head,
> > > > the trace doesn't see the player and it draws the line right through
> >
> > > > the player's head to whatever is behind him.
> > > >
> > > >CTraceFilterHitAll traceFilter;
> > > >enginetrace->TraceRay(ray, MASK_ALL, &traceFilter, &tr );
> > > >
> > > > Do I need to change my mask or trace filter I need to use to include
> >
> > > > the
> > > a
> > > > player's head? Why won't this work?
> > > >
> > > > Grant
> > > > (L. Duke)
> > > > --
> > > >
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> > > >
> > >
> > >
> > > --
> > > ts2do
> > > --
> > >
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> > >
> > >
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Re: [hlcoders] Picking up objects with predition on

2006-06-18 Thread Aaron Schiff
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It really isn't possible to make it work better...there's only 2 options:

   - If you made the client predict it with collisions into serverside
   props, the held object will get stuck.
   - If you make it not predict the location of the physics object, you
   won't be able to manage it as fast, but it will be clean.



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[hlcoders] Picking up objects with predition on

2006-06-18 Thread Robbie Groenewoudt
--
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Hey,

It seems that prediction for the gravity gun doesn't work very good.
When you try to pickup a door, it seems like it isn't even attached to the
world (you can just pick it up but after shooting it away, the door goes
back where it belongs). However, with prediction off, it looks normal.
You see the same thing with picking up hoppers. Normally it takes a while
before you get it off the ground but it doesn't look like that.

It's hard to explain... I can put screenshots/video online...
Anyway, I'm working from the HL2DM-source.

Robbie
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Re: [hlcoders] Execute server commands from a VGUI

2006-06-18 Thread Aaron Schiff
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I've written an article on an attempt to stop this attempt:
http://developer.valvesoftware.com/wiki/Client_to_Server_Messages
I haven't tested it personally...but it all works in theory

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Re: [hlcoders] Execute server commands from a VGUI

2006-06-18 Thread Garry Newman

It isn't really executing commands on the server.. well it is.. kinda.

It's the same as typing a command in the console - if it isn't handled
by the client (things like cl_smooth) then it sends it to the server
(things like kill).

I have a follow up question along these lines..

In Dystopia they have VGUI Screens that you press buttons on to open
doors. I haven't even looked into vgui screens yet - but would this
also use the console command system? What's to stop a client just
binding a key to "vgui_screen_opendoor 234" or whatever? Or am I being
simple about it?

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Re: [hlcoders] Execute server commands from a VGUI

2006-06-18 Thread Gregor Brunmar

Ah, thanks!

I always thought that you couldn't do this from the client, but I guess
I was wrong. Must have been some include file I forgot last time I tried it.

-Gregor

Aaron Schiff wrote:

--
[ Picked text/plain from multipart/alternative ]
If you want to execute a server command it would be more efficient to call
engine->ServerCmd() on the client

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