Re: [hlcoders] OnGameRulesCreationStringChanged
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 > -- > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OnGameRulesCreationStringChanged
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TraceRay not hitting player's head
-- [ Picked text/plain from multipart/alternative ] 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) > > > > -- > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list > > > > archives, please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > -- > > > ts2do > > > -- > > > > > > ___ > > > 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 pre
Re: [hlcoders] Picking up objects with predition on
-- [ Picked text/plain from multipart/alternative ] 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. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Picking up objects with predition on
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Execute server commands from a VGUI
-- [ Picked text/plain from multipart/alternative ] 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 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Execute server commands from a VGUI
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Execute server commands from a VGUI
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 -- ts2do -- ___ 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