Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Joel R.
--
[ Picked text/plain from multipart/alternative ]
Take a look at its BoltTouch function.
Scroll till you find this
EmitSound( "Weapon_Crossbow.BoltHitWorld" );

In the else section of this if
if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
{
// blah blah ignore
}
else
{
SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 );
// blah blah other stuff
}

^^ Add that anywhere in there, change the "10" to whatever value, the higher
the further out it sticks.


On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>
> This is a cryptographically signed message in MIME format.
> --
> Hi all, am trying to figure how to get the CrossBow_Bolt to stick out
> more from the wall when shot. Anybody know the answer to this?
>
> Gus
> --
> Content-Description: S/MIME Cryptographic Signature
>
> [ smime.p7s of type application/x-pkcs7-signature deleted ]
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
This is a cryptographically signed message in MIME format.
--
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi Joel, I gave this solution a try but didn't get results. here's what
I did...I also
increased the 10 to as high 19 but still no results. Though it did
compile well.


if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
{
Vector vReflection = 2.0f * tr.plane.normal * hitDot +
vecDir;

QAngle reflectAngles;

VectorAngles( vReflection, reflectAngles );

SetLocalAngles( reflectAngles );

SetAbsVelocity( vReflection * speed * 0.75f );

// Start to sink faster
SetGravity( 1.0f );
}
else
{
SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 );
//YOUR SUGGESTION
SetThink( &CBowarrowBolt::SUB_Remove );
SetNextThink( gpGlobals->curtime + 2.0f );


Gus

Joel R. wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Take a look at its BoltTouch function.
> Scroll till you find this
> EmitSound( "Weapon_Crossbow.BoltHitWorld" );
>
> In the else section of this if
> if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
> {
> // blah blah ignore
> }
> else
> {
> SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 );
> // blah blah other stuff
> }
>
> ^^ Add that anywhere in there, change the "10" to whatever value, the higher
> the further out it sticks.
>
>
> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>
>> This is a cryptographically signed message in MIME format.
>> --
>> Hi all, am trying to figure how to get the CrossBow_Bolt to stick out
>> more from the wall when shot. Anybody know the answer to this?
>>
>> Gus
>> --
>> Content-Description: S/MIME Cryptographic Signature
>>
>> [ smime.p7s of type application/x-pkcs7-signature deleted ]
>> --
>>
>> ___
>> 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:
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Joel R.
--
[ Picked text/plain from multipart/alternative ]
Does the bolt disappear when it hits the wall or does it stay stuck there
for about 2 seconds?

If it disappears try commenting this in that same else block
//AddEffects( EF_NODRAW );

On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>
> This is a cryptographically signed message in MIME format.
> --
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi Joel, I gave this solution a try but didn't get results. here's what
> I did...I also
> increased the 10 to as high 19 but still no results. Though it did
> compile well.
>
> 
> if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
> {
> Vector vReflection = 2.0f * tr.plane.normal * hitDot +
> vecDir;
>
> QAngle reflectAngles;
>
> VectorAngles( vReflection, reflectAngles );
>
> SetLocalAngles( reflectAngles );
>
> SetAbsVelocity( vReflection * speed * 0.75f );
>
> // Start to sink faster
> SetGravity( 1.0f );
> }
> else
> {
> SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 );
> //YOUR SUGGESTION
> SetThink( &CBowarrowBolt::SUB_Remove );
> SetNextThink( gpGlobals->curtime + 2.0f );
> 
>
> Gus
>
--

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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Adam \"amckern\" Mckern
You can always try and pull back on the crossbow bolts
$origin in the QC file, and then recompile the model.

The hit box will then be moved along with the model
its self - so when it hits the wall, the model will
not sink as deep.

Adam


--- "Joel R." <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Does the bolt disappear when it hits the wall or
> does it stay stuck there
> for about 2 seconds?
>
> If it disappears try commenting this in that same
> else block
> //AddEffects( EF_NODRAW );
>
> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
> >
> > This is a cryptographically signed message in MIME
> format.
> > --
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi Joel, I gave this solution a try but didn't get
> results. here's what
> > I did...I also
> > increased the 10 to as high 19 but still no
> results. Though it did
> > compile well.
> >
> > 
> > if ( ( hitDot < 0.5f ) && ( speed >
> 100 ) )
> > {
> > Vector vReflection = 2.0f *
> tr.plane.normal * hitDot +
> > vecDir;
> >
> > QAngle reflectAngles;
> >
> > VectorAngles( vReflection,
> reflectAngles );
> >
> > SetLocalAngles( reflectAngles );
> >
> > SetAbsVelocity( vReflection *
> speed * 0.75f );
> >
> > // Start to sink faster
> > SetGravity( 1.0f );
> > }
> > else
> > {
> > SetAbsOrigin( GetAbsOrigin() +
> tr.plane.normal * 10 );
> > //YOUR SUGGESTION
> > SetThink(
> &CBowarrowBolt::SUB_Remove );
> > SetNextThink( gpGlobals->curtime +
> 2.0f );
> > 
> >
> > Gus
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Nick

Wouldn't he have to decompile the model to get the qc file?

On 12/28/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:

You can always try and pull back on the crossbow bolts
$origin in the QC file, and then recompile the model.

The hit box will then be moved along with the model
its self - so when it hits the wall, the model will
not sink as deep.

Adam


--- "Joel R." <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Does the bolt disappear when it hits the wall or
> does it stay stuck there
> for about 2 seconds?
>
> If it disappears try commenting this in that same
> else block
> //AddEffects( EF_NODRAW );
>
> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
> >
> > This is a cryptographically signed message in MIME
> format.
> > --
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi Joel, I gave this solution a try but didn't get
> results. here's what
> > I did...I also
> > increased the 10 to as high 19 but still no
> results. Though it did
> > compile well.
> >
> > 
> > if ( ( hitDot < 0.5f ) && ( speed >
> 100 ) )
> > {
> > Vector vReflection = 2.0f *
> tr.plane.normal * hitDot +
> > vecDir;
> >
> > QAngle reflectAngles;
> >
> > VectorAngles( vReflection,
> reflectAngles );
> >
> > SetLocalAngles( reflectAngles );
> >
> > SetAbsVelocity( vReflection *
> speed * 0.75f );
> >
> > // Start to sink faster
> > SetGravity( 1.0f );
> > }
> > else
> > {
> > SetAbsOrigin( GetAbsOrigin() +
> tr.plane.normal * 10 );
> > //YOUR SUGGESTION
> > SetThink(
> &CBowarrowBolt::SUB_Remove );
> > SetNextThink( gpGlobals->curtime +
> 2.0f );
> > 
> >
> > Gus
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Tony "omega" Sergi
--
[ Picked text/plain from multipart/alternative ]
erm.

if i remember correctly.. isn't the visual effect of the crossbow bolt being
stuck somewhere done on the client?
it has nothing to do with that origin..

it sends an event to create a client side bolt, and constrain it to
something.


On 12/28/06, Nick <[EMAIL PROTECTED]> wrote:
>
> Wouldn't he have to decompile the model to get the qc file?
>
> On 12/28/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > You can always try and pull back on the crossbow bolts
> > $origin in the QC file, and then recompile the model.
> >
> > The hit box will then be moved along with the model
> > its self - so when it hits the wall, the model will
> > not sink as deep.
> >
> > Adam
> >
> >
> > --- "Joel R." <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Does the bolt disappear when it hits the wall or
> > > does it stay stuck there
> > > for about 2 seconds?
> > >
> > > If it disappears try commenting this in that same
> > > else block
> > > //AddEffects( EF_NODRAW );
> > >
> > > On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
> > > >
> > > > This is a cryptographically signed message in MIME
> > > format.
> > > > --
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Hi Joel, I gave this solution a try but didn't get
> > > results. here's what
> > > > I did...I also
> > > > increased the 10 to as high 19 but still no
> > > results. Though it did
> > > > compile well.
> > > >
> > > > 
> > > > if ( ( hitDot < 0.5f ) && ( speed >
> > > 100 ) )
> > > > {
> > > > Vector vReflection = 2.0f *
> > > tr.plane.normal * hitDot +
> > > > vecDir;
> > > >
> > > > QAngle reflectAngles;
> > > >
> > > > VectorAngles( vReflection,
> > > reflectAngles );
> > > >
> > > > SetLocalAngles( reflectAngles );
> > > >
> > > > SetAbsVelocity( vReflection *
> > > speed * 0.75f );
> > > >
> > > > // Start to sink faster
> > > > SetGravity( 1.0f );
> > > > }
> > > > else
> > > > {
> > > > SetAbsOrigin( GetAbsOrigin() +
> > > tr.plane.normal * 10 );
> > > > //YOUR SUGGESTION
> > > > SetThink(
> > > &CBowarrowBolt::SUB_Remove );
> > > > SetNextThink( gpGlobals->curtime +
> > > 2.0f );
> > > > 
> > > >
> > > > Gus
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view
> > > the list archives, please visit:
> > >
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > 
> > Nigredo Studios 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
> >
> >
>
> ___
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> please visit:
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>
>


--
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Adam "amckern" Mckern
All the hl2 models are in the sdk - look up the path
[EMAIL PROTECTED]

--- "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> erm.
>
> if i remember correctly.. isn't the visual effect of
> the crossbow bolt being
> stuck somewhere done on the client?
> it has nothing to do with that origin..
>
> it sends an event to create a client side bolt, and
> constrain it to
> something.
>
>
> On 12/28/06, Nick <[EMAIL PROTECTED]> wrote:
> >
> > Wouldn't he have to decompile the model to get the
> qc file?
> >
> > On 12/28/06, Adam amckern Mckern
> <[EMAIL PROTECTED]> wrote:
> > > You can always try and pull back on the crossbow
> bolts
> > > $origin in the QC file, and then recompile the
> model.
> > >
> > > The hit box will then be moved along with the
> model
> > > its self - so when it hits the wall, the model
> will
> > > not sink as deep.
> > >
> > > Adam
> > >
> > >
> > > --- "Joel R." <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative
> ]
> > > > Does the bolt disappear when it hits the wall
> or
> > > > does it stay stuck there
> > > > for about 2 seconds?
> > > >
> > > > If it disappears try commenting this in that
> same
> > > > else block
> > > > //AddEffects( EF_NODRAW );
> > > >
> > > > On 12/28/06, Gus <[EMAIL PROTECTED]>
> wrote:
> > > > >
> > > > > This is a cryptographically signed message
> in MIME
> > > > format.
> > > > > --
> > > > > This is a multi-part message in MIME format.
> > > > > --
> > > > > [ Picked text/plain from
> multipart/alternative ]
> > > > > Hi Joel, I gave this solution a try but
> didn't get
> > > > results. here's what
> > > > > I did...I also
> > > > > increased the 10 to as high 19 but still no
> > > > results. Though it did
> > > > > compile well.
> > > > >
> > > > > 
> > > > > if ( ( hitDot < 0.5f ) && (
> speed >
> > > > 100 ) )
> > > > > {
> > > > > Vector vReflection = 2.0f *
> > > > tr.plane.normal * hitDot +
> > > > > vecDir;
> > > > >
> > > > > QAngle reflectAngles;
> > > > >
> > > > > VectorAngles( vReflection,
> > > > reflectAngles );
> > > > >
> > > > > SetLocalAngles(
> reflectAngles );
> > > > >
> > > > > SetAbsVelocity( vReflection
> *
> > > > speed * 0.75f );
> > > > >
> > > > > // Start to sink faster
> > > > > SetGravity( 1.0f );
> > > > > }
> > > > > else
> > > > > {
> > > > > SetAbsOrigin( GetAbsOrigin()
> +
> > > > tr.plane.normal * 10 );
> > > > > //YOUR SUGGESTION
> > > > > SetThink(
> > > > &CBowarrowBolt::SUB_Remove );
> > > > > SetNextThink(
> gpGlobals->curtime +
> > > > 2.0f );
> > > > > 
> > > > >
> > > > > Gus
> > > > >
> > > > --
> > > >
> > > >
> ___
> > > > To unsubscribe, edit your list preferences, or
> view
> > > > the list archives, please visit:
> > > >
> > >
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > 
> > > Nigredo Studios http://www.nigredostudios.com
> > >
> > >
> __
> > > Do You Yahoo!?
> > > Tired of spam?  Yahoo! Mail has the best spam
> protection around
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> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or
> view the list archives,
> > please visit:
> > >
>
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> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or
> view the list archives,
> > please visit:
> >
>
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> >
> >
>
>
> --
> -omega
> --
>
> ___
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
This is a cryptographically signed message in MIME format.
--
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi Joel,
It stays stuck there normally and disapears after a few seconds...

Gus

Joel R. wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Does the bolt disappear when it hits the wall or does it stay stuck there
> for about 2 seconds?
>
> If it disappears try commenting this in that same else block
> //AddEffects( EF_NODRAW );
>
> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>
>> This is a cryptographically signed message in MIME format.
>> --
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Hi Joel, I gave this solution a try but didn't get results. here's what
>> I did...I also
>> increased the 10 to as high 19 but still no results. Though it did
>> compile well.
>>
>> 
>> if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
>> {
>> Vector vReflection = 2.0f * tr.plane.normal * hitDot +
>> vecDir;
>>
>> QAngle reflectAngles;
>>
>> VectorAngles( vReflection, reflectAngles );
>>
>> SetLocalAngles( reflectAngles );
>>
>> SetAbsVelocity( vReflection * speed * 0.75f );
>>
>> // Start to sink faster
>> SetGravity( 1.0f );
>> }
>> else
>> {
>> SetAbsOrigin( GetAbsOrigin() + tr.plane.normal * 10 );
>> //YOUR SUGGESTION
>> SetThink( &CBowarrowBolt::SUB_Remove );
>> SetNextThink( gpGlobals->curtime + 2.0f );
>> 
>>
>> Gus
>>
>>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Content-Description: S/MIME Cryptographic Signature

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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
This is a cryptographically signed message in MIME format.
--
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Adam, yes this worked for me. All I did was decompile default
crossbow_bolt  and edited QC as  you stated...here's
what I edited/added...

*

$modelname "crossbow_bolt.mdl"
$model "body" "bowarrow_bolt.smd"
$cdmaterials "models\weapons\v_models\bowarrow\"
//xyz adjust screen position
$origin -5 -15 -3
$hboxset "default"
$surfaceprop "weapon"
$illumposition 2.000 0.000 0.000
$sequence idle "idle" fps 30.00

***

Thanks,
Gus

Adam "amckern" Mckern wrote:
> You can always try and pull back on the crossbow bolts
> $origin in the QC file, and then recompile the model.
>
> The hit box will then be moved along with the model
> its self - so when it hits the wall, the model will
> not sink as deep.
>
> Adam
>
>
> --- "Joel R." <[EMAIL PROTECTED]> wrote:
>
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Does the bolt disappear when it hits the wall or
>> does it stay stuck there
>> for about 2 seconds?
>>
>> If it disappears try commenting this in that same
>> else block
>> //AddEffects( EF_NODRAW );
>>
>> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>>
>>> This is a cryptographically signed message in MIME
>>>
>> format.
>>
>>> --
>>> This is a multi-part message in MIME format.
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> Hi Joel, I gave this solution a try but didn't get
>>>
>> results. here's what
>>
>>> I did...I also
>>> increased the 10 to as high 19 but still no
>>>
>> results. Though it did
>>
>>> compile well.
>>>
>>> 
>>> if ( ( hitDot < 0.5f ) && ( speed >
>>>
>> 100 ) )
>>
>>> {
>>> Vector vReflection = 2.0f *
>>>
>> tr.plane.normal * hitDot +
>>
>>> vecDir;
>>>
>>> QAngle reflectAngles;
>>>
>>> VectorAngles( vReflection,
>>>
>> reflectAngles );
>>
>>> SetLocalAngles( reflectAngles );
>>>
>>> SetAbsVelocity( vReflection *
>>>
>> speed * 0.75f );
>>
>>> // Start to sink faster
>>> SetGravity( 1.0f );
>>> }
>>> else
>>> {
>>> SetAbsOrigin( GetAbsOrigin() +
>>>
>> tr.plane.normal * 10 );
>>
>>> //YOUR SUGGESTION
>>> SetThink(
>>>
>> &CBowarrowBolt::SUB_Remove );
>>
>>> SetNextThink( gpGlobals->curtime +
>>>
>> 2.0f );
>>
>>> 
>>>
>>> Gus
>>>
>>>
>> --
>>
>> ___
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Nick

how did you decompile the model?

On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:

This is a cryptographically signed message in MIME format.
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This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Adam, yes this worked for me. All I did was decompile default
crossbow_bolt  and edited QC as  you stated...here's
what I edited/added...

*

$modelname "crossbow_bolt.mdl"
$model "body" "bowarrow_bolt.smd"
$cdmaterials "models\weapons\v_models\bowarrow\"
//xyz adjust screen position
$origin -5 -15 -3
$hboxset "default"
$surfaceprop "weapon"
$illumposition 2.000 0.000 0.000
$sequence idle "idle" fps 30.00

***

Thanks,
Gus

Adam "amckern" Mckern wrote:
> You can always try and pull back on the crossbow bolts
> $origin in the QC file, and then recompile the model.
>
> The hit box will then be moved along with the model
> its self - so when it hits the wall, the model will
> not sink as deep.
>
> Adam
>
>
> --- "Joel R." <[EMAIL PROTECTED]> wrote:
>
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Does the bolt disappear when it hits the wall or
>> does it stay stuck there
>> for about 2 seconds?
>>
>> If it disappears try commenting this in that same
>> else block
>> //AddEffects( EF_NODRAW );
>>
>> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>>
>>> This is a cryptographically signed message in MIME
>>>
>> format.
>>
>>> --
>>> This is a multi-part message in MIME format.
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> Hi Joel, I gave this solution a try but didn't get
>>>
>> results. here's what
>>
>>> I did...I also
>>> increased the 10 to as high 19 but still no
>>>
>> results. Though it did
>>
>>> compile well.
>>>
>>> 
>>> if ( ( hitDot < 0.5f ) && ( speed >
>>>
>> 100 ) )
>>
>>> {
>>> Vector vReflection = 2.0f *
>>>
>> tr.plane.normal * hitDot +
>>
>>> vecDir;
>>>
>>> QAngle reflectAngles;
>>>
>>> VectorAngles( vReflection,
>>>
>> reflectAngles );
>>
>>> SetLocalAngles( reflectAngles );
>>>
>>> SetAbsVelocity( vReflection *
>>>
>> speed * 0.75f );
>>
>>> // Start to sink faster
>>> SetGravity( 1.0f );
>>> }
>>> else
>>> {
>>> SetAbsOrigin( GetAbsOrigin() +
>>>
>> tr.plane.normal * 10 );
>>
>>> //YOUR SUGGESTION
>>> SetThink(
>>>
>> &CBowarrowBolt::SUB_Remove );
>>
>>> SetNextThink( gpGlobals->curtime +
>>>
>> 2.0f );
>>
>>> 
>>>
>>> Gus
>>>
>>>
>> --
>>
>> ___
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>> the list archives, please visit:
>>
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Adam "amckern" Mckern
I'm glad to help!

Adam


--- Gus <[EMAIL PROTECTED]> wrote:

> This is a cryptographically signed message in MIME
> format.
> --
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Adam, yes this worked for me. All I did was
> decompile default
> crossbow_bolt  and edited QC as  you stated...here's
> what I edited/added...
>
> *
>
> $modelname "crossbow_bolt.mdl"
> $model "body" "bowarrow_bolt.smd"
> $cdmaterials "models\weapons\v_models\bowarrow\"
> //xyz adjust screen position
> $origin -5 -15 -3
> $hboxset "default"
> $surfaceprop "weapon"
> $illumposition 2.000 0.000 0.000
> $sequence idle "idle" fps 30.00
>
> ***
>
> Thanks,
> Gus
>
> Adam "amckern" Mckern wrote:
> > You can always try and pull back on the crossbow
> bolts
> > $origin in the QC file, and then recompile the
> model.
> >
> > The hit box will then be moved along with the
> model
> > its self - so when it hits the wall, the model
> will
> > not sink as deep.
> >
> > Adam
> >
> >
> > --- "Joel R." <[EMAIL PROTECTED]> wrote:
> >
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Does the bolt disappear when it hits the wall or
> >> does it stay stuck there
> >> for about 2 seconds?
> >>
> >> If it disappears try commenting this in that same
> >> else block
> >> //AddEffects( EF_NODRAW );
> >>
> >> On 12/28/06, Gus <[EMAIL PROTECTED]>
> wrote:
> >>
> >>> This is a cryptographically signed message in
> MIME
> >>>
> >> format.
> >>
> >>> --
> >>> This is a multi-part message in MIME format.
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> Hi Joel, I gave this solution a try but didn't
> get
> >>>
> >> results. here's what
> >>
> >>> I did...I also
> >>> increased the 10 to as high 19 but still no
> >>>
> >> results. Though it did
> >>
> >>> compile well.
> >>>
> >>> 
> >>> if ( ( hitDot < 0.5f ) && ( speed >
> >>>
> >> 100 ) )
> >>
> >>> {
> >>> Vector vReflection = 2.0f *
> >>>
> >> tr.plane.normal * hitDot +
> >>
> >>> vecDir;
> >>>
> >>> QAngle reflectAngles;
> >>>
> >>> VectorAngles( vReflection,
> >>>
> >> reflectAngles );
> >>
> >>> SetLocalAngles( reflectAngles );
> >>>
> >>> SetAbsVelocity( vReflection *
> >>>
> >> speed * 0.75f );
> >>
> >>> // Start to sink faster
> >>> SetGravity( 1.0f );
> >>> }
> >>> else
> >>> {
> >>> SetAbsOrigin( GetAbsOrigin() +
> >>>
> >> tr.plane.normal * 10 );
> >>
> >>> //YOUR SUGGESTION
> >>> SetThink(
> >>>
> >> &CBowarrowBolt::SUB_Remove );
> >>
> >>> SetNextThink( gpGlobals->curtime
> +
> >>>
> >> 2.0f );
> >>
> >>> 
> >>>
> >>> Gus
> >>>
> >>>
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or
> view
> >> the list archives, please visit:
> >>
> >>
> >
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >>
> >
> >
> > 
> > Nigredo Studios http://www.nigredostudios.com
> >
> > __
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam
> protection around
> > http://mail.yahoo.com
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> view the list archives, please visit:
> >
>
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> >
> >
> >
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> deleted ]
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-28 Thread Gus
This is a cryptographically signed message in MIME format.
--
CannonFodder's StudioCompiler
http://www.chaosincarnate.net/cannonfodder/studiocompiler.php

There's another version of it at
http://www.forum.ecct2.com/lofiversion/index.php/t3.html
(Some people reported problems on this one but give it a try and if it
works okay then let it be)

Gus

Nick wrote:
> how did you decompile the model?
>
> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>> This is a cryptographically signed message in MIME format.
>> --
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Adam, yes this worked for me. All I did was decompile default
>> crossbow_bolt  and edited QC as  you stated...here's
>> what I edited/added...
>>
>> *
>>
>> $modelname "crossbow_bolt.mdl"
>> $model "body" "bowarrow_bolt.smd"
>> $cdmaterials "models\weapons\v_models\bowarrow\"
>> //xyz adjust screen position
>> $origin -5 -15 -3
>> $hboxset "default"
>> $surfaceprop "weapon"
>> $illumposition 2.000 0.000 0.000
>> $sequence idle "idle" fps 30.00
>>
>> ***
>>
>> Thanks,
>> Gus
>>
>> Adam "amckern" Mckern wrote:
>> > You can always try and pull back on the crossbow bolts
>> > $origin in the QC file, and then recompile the model.
>> >
>> > The hit box will then be moved along with the model
>> > its self - so when it hits the wall, the model will
>> > not sink as deep.
>> >
>> > Adam
>> >
>> >
>> > --- "Joel R." <[EMAIL PROTECTED]> wrote:
>> >
>> >
>> >> --
>> >> [ Picked text/plain from multipart/alternative ]
>> >> Does the bolt disappear when it hits the wall or
>> >> does it stay stuck there
>> >> for about 2 seconds?
>> >>
>> >> If it disappears try commenting this in that same
>> >> else block
>> >> //AddEffects( EF_NODRAW );
>> >>
>> >> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>> >>
>> >>> This is a cryptographically signed message in MIME
>> >>>
>> >> format.
>> >>
>> >>> --
>> >>> This is a multi-part message in MIME format.
>> >>> --
>> >>> [ Picked text/plain from multipart/alternative ]
>> >>> Hi Joel, I gave this solution a try but didn't get
>> >>>
>> >> results. here's what
>> >>
>> >>> I did...I also
>> >>> increased the 10 to as high 19 but still no
>> >>>
>> >> results. Though it did
>> >>
>> >>> compile well.
>> >>>
>> >>> 
>> >>> if ( ( hitDot < 0.5f ) && ( speed >
>> >>>
>> >> 100 ) )
>> >>
>> >>> {
>> >>> Vector vReflection = 2.0f *
>> >>>
>> >> tr.plane.normal * hitDot +
>> >>
>> >>> vecDir;
>> >>>
>> >>> QAngle reflectAngles;
>> >>>
>> >>> VectorAngles( vReflection,
>> >>>
>> >> reflectAngles );
>> >>
>> >>> SetLocalAngles( reflectAngles );
>> >>>
>> >>> SetAbsVelocity( vReflection *
>> >>>
>> >> speed * 0.75f );
>> >>
>> >>> // Start to sink faster
>> >>> SetGravity( 1.0f );
>> >>> }
>> >>> else
>> >>> {
>> >>> SetAbsOrigin( GetAbsOrigin() +
>> >>>
>> >> tr.plane.normal * 10 );
>> >>
>> >>> //YOUR SUGGESTION
>> >>> SetThink(
>> >>>
>> >> &CBowarrowBolt::SUB_Remove );
>> >>
>> >>> SetNextThink( gpGlobals->curtime +
>> >>>
>> >> 2.0f );
>> >>
>> >>> 
>> >>>
>> >>> Gus
>> >>>
>> >>>
>> >> --
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view
>> >> the list archives, please visit:
>> >>
>> >>
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >>
>> >
>> >
>> > 
>> > Nigredo Studios http://www.nigredostudios.com
>> >
>> > __
>> > Do You Yahoo!?
>> > Tired of spam?  Yahoo! Mail has the best spam protection around
>> > http://mail.yahoo.com
>> >
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>> archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
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>> >
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RE: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-29 Thread Adrian Finol
Look for CreateCrossbowBolt inside c_stickybolt.cpp on the client
project, that's where the client side bolt is created.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gus
Sent: Thursday, December 28, 2006 8:42 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] CrossBow_Bolt: Stick Out More...

This is a cryptographically signed message in MIME format.
--
Hi all, am trying to figure how to get the CrossBow_Bolt to stick out
more from the wall when shot. Anybody know the answer to this?

Gus
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Re: [hlcoders] CrossBow_Bolt: Stick Out More...

2006-12-29 Thread Gus
This is a cryptographically signed message in MIME format.
--
Oh coolio, thanks for sharing this!

Gus

Adrian Finol wrote:
> Look for CreateCrossbowBolt inside c_stickybolt.cpp on the client
> project, that's where the client side bolt is created.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Gus
> Sent: Thursday, December 28, 2006 8:42 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] CrossBow_Bolt: Stick Out More...
>
> This is a cryptographically signed message in MIME format.
> --
> Hi all, am trying to figure how to get the CrossBow_Bolt to stick out
> more from the wall when shot. Anybody know the answer to this?
>
> Gus
> --
> Content-Description: S/MIME Cryptographic Signature
>
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> --
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