Re: [hlcoders] Send Array of Entities to Client?

2012-03-20 Thread Michael Kramer
I had a CNetworkArray( EHANDLE, m_aAlerts, 25);

and I could pass it through just fine, however, when assigning one of the
slots, I would try:


m_aAlerts.Set(1, new CEntityAlert() ); which failed, since technically it
isn't an EHANDLE, and I couldn't cast it to an EHANDLE.

I tried making an EHANDLE but I couldn't see how to define the entity type,
when you do a network ehandle I could do CNetworkEHandle( CEntityAlert,
m_aAlert); which worked great, casting works just fine, but I don't know in
an array how to define the EHANDLE entity type.

On Tue, Mar 20, 2012 at 1:23 AM, Saul Rennison wrote:

> Can I ask why it failed? You should be able to send an array of handles no
> problem.
>
> On Tuesday, March 20, 2012, Michael Kramer 
> wrote:
> > Is it possible to send an array of entities to the client?
> > I tried creating an array of EHandle, but assigning the slots proved
> impossible. Is there a better way to send an array of entities to the
> client side?
> >
> >
>
> --
>
>
> Kind regards,
> *Saul Rennison*
>
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>
>


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Re: [hlcoders] Picking up server-side ragdolls like a physics prop

2012-03-20 Thread Mart-Jan Reeuwijk
I remember very clearly that when I created a video from a recorded demo, (in 
which I knew the ragdoll went particularly funny trajectory) that with the 
replay of the demo the trajectory was different every time, which was due that 
it was not server side decided upon, but by the client. After that, I called in 
a couple friends on the server dragged one to low health and then asked all of 
them to point where the ragdoll ended up for them after I shot the rocket. Each 
pointed to a entirely different spot after

Ruined a lot of funny vids for me.


>
> From: Nick 
>To: Discussion of Half-Life Programming  
>Sent: Tuesday, 20 March 2012, 3:39
>Subject: Re: [hlcoders] Picking up server-side ragdolls like a physics prop
> 
>Are u SURE that props are serverside? I always thought they are
>clientside entities? I remember that empiresmod had a problem reviving
>ragdolls
>
>On Sun, Mar 18, 2012 at 11:56 AM, Carlos Sotelo
> wrote:
>> Greetings,
>>
>> I've been trying to make the player be able to pick-up ragdolls. I already
>> included FCAP_IMPULSE_USE for the CRagdollProp::ObjectCap. Thus making them
>> "usable". However, I cannot get my custom use function for ragdolls to get
>> called.
>>
>> In the class declaration for CRagdollProp i have:
>> void OnUse(CBaseEntity *pActivator,CBaseEntity *pCaller, USE_TYPE useType,
>> float value);
>>
>> for the DataDesc I have:
>> DEFINE_USEFUNC( OnUse ),
>>
>> for its spawn function I added:
>> SetUse(&CRagdollProp::OnUse);
>>
>> Its implementation right now is simply:
>>
>> void CRagdollProp::OnUse(CBaseEntity *pActivator,CBaseEntity *pCaller,
>> USE_TYPE useType, float value) //Underhell
>> {
>> Msg("My OnUse Called \n");
>> }
>>
>> However, it does not get called ingame when i press E on a ragdoll (even
>> though the use sound gets emitted).
>>
>> Any Ideas?
>>
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Re: [hlcoders] Send Array of Entities to Client?

2012-03-20 Thread Saul Rennison
Can I ask why it failed? You should be able to send an array of handles no
problem.

On Tuesday, March 20, 2012, Michael Kramer 
wrote:
> Is it possible to send an array of entities to the client?
> I tried creating an array of EHandle, but assigning the slots proved
impossible. Is there a better way to send an array of entities to the
client side?
>
>

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Kind regards,
*Saul Rennison*
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[hlcoders] Send Array of Entities to Client?

2012-03-20 Thread Michael Kramer
Is it possible to send an array of entities to the client?

I tried creating an array of EHandle, but assigning the slots proved
impossible. Is there a better way to send an array of entities to the
client side?
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