[hlcoders] ClientActive & Bots

2007-03-26 Thread Spencer 'voogru' MacDonald
Hi all,

I have noticed that the ClientActive function does not seem to be called by
bots.

Is this supposed to be the case all of the time? I just ran into a case
where it's being called on a bot if special conditions are met and I want to
know if this is a bug.

- voogru.


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RE: [hlcoders] Problem with bounding boxes and "narrow models"

2007-03-26 Thread Jay Stelly
In general if you want to use the NPC or player movement code you're
limited to an AABB for the collision representation that gets tested
against other geometry to validate movement.  If that's fine but you
want to use a smaller box for that and have a larger rotatable thing
around to keep players out of your space you can use bone followers
(striders use these).

If you want the more general thing where you are pushing/torquing some
kind of oriented primitive then you need to use vphysics for that and
build your own movement controller.  The rollermines and the manhacks do
this (manhack is still a bit of a hybrid, rollermines are purely physics
- like the vehicles).  That will work fine but there's no pre-built
controller with the same characteristics of the general player or NPC
movement code.  If you go this far the collision primitive can be any
union of convex hulls though, not just a single OBB.

SOLID_OBB was this idea, but I think it only works for static objects as
currently implemented.  There's nothing in the movement code to sweep
out rotations and constrain them due to collisions, for example.

Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> Sent: Monday, March 26, 2007 1:58 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Problem with bounding boxes and "narrow models"
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] I'm trying
> to define a bounding box for a dog and dogs are normally
> longer than they are wider, so im having a hell of time
> making a bounding box surround the dog effectively.
> Here are some pictures that show my problem
>
> http://www3.telus.net/public/a6a91102/dog-1.jpg
>
> http://www3.telus.net/public/a6a91102/dog-2.jpg
>
>
> So , my question is, is it possible to have the bounding box
> rotate as the model rotates? as this seems to be the only
> solution I see... or I can just make my dog ridiculously fat...
> --
>
>
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Re: [hlcoders] Problem with bounding boxes and "narrow models"

2007-03-26 Thread Jeffrey \"botman\" Broome

Minh wrote:


So , my question is, is it possible to have the bounding box rotate
as the model rotates? as this seems to be the only solution I see...
or I can just make my dog ridiculously fat...


Nope.  IIRC the bounding boxes are AABB (axis-aligned bounding boxes)
and can't rotate as the entity rotates.  This is the same problem that
people have with players trying to go prone and have a long, low, skinny
bounding box that rotates when the player rotates (can't be done).

--
Jeffrey "botman" Broome

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Re: [hlcoders] Problem with bounding boxes and "narrow models"

2007-03-26 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
SOLID_OBB says its not implemented yet but I think it works, SOLID_OBB_YAW
might work as well (seems like what you'd want). For an NPC use
HULL_WIDE_SHORT.

Regards,

Paul

On 3/26/07, Minh <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm trying to define a bounding box for a dog and dogs are normally longer
> than they are wider, so im having a hell of time making a bounding box
> surround the dog effectively.
> Here are some pictures that show my problem
>
> http://www3.telus.net/public/a6a91102/dog-1.jpg
>
> http://www3.telus.net/public/a6a91102/dog-2.jpg
>
>
> So , my question is, is it possible to have the bounding box rotate as the
> model rotates? as this seems to be the only solution I see... or I can just
> make my dog ridiculously fat...
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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[hlcoders] Problem with bounding boxes and "narrow models"

2007-03-26 Thread Minh
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm trying to define a bounding box for a dog and dogs are normally longer than 
they are wider, so im having a hell of time making a bounding box surround the 
dog effectively.
Here are some pictures that show my problem

http://www3.telus.net/public/a6a91102/dog-1.jpg

http://www3.telus.net/public/a6a91102/dog-2.jpg


So , my question is, is it possible to have the bounding box rotate as the 
model rotates? as this seems to be the only solution I see... or I can just 
make my dog ridiculously fat...
--


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