Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
A few people have recently asked me how I got it working, so I think I will be posting the solution on a thread that I started on Wavelength. [http://forums.thewavelength.net/index.php?showtopic=11315] Check there within a few days. It should be up by Friday night. On Wed, 2 Feb 2005 19:20:39

Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
Got it working, if anyone needs advice, email me. On Wed, 2 Feb 2005 18:49:39 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote: > I think you want GetVehicleEyeOffest or something similar. > > Then adjust the players offset bases on that? > Not looking at the code right now but in a few I will look at

RE: [hlcoders] Weapon ballastics

2005-02-02 Thread Jay Stelly
There are three issues here: 1) Collision representation for the bullet In HL2, they are point sized. You can also make them out of boxes or fully general vcollides. 2) Velocity of the bullet In HL2 the velocity is infinite - they travel instantaneously until they hit something (si

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Hasan Aljudy
but bullets in HL2 and HL1 already are tracelines .. like everyone have been saying, they are instantaneous, and if you think that's bad, then this is why people want to make it more bullet-like. r00t: "Husan, I was thinking about doing this actually. Not sure of the performace hit doing a traceli

RE: [hlcoders] Weapon ballastics

2005-02-02 Thread Jay Stelly
Just create an entity and have it trace from it's current position to the next position (current + velocity * dt + gravity * dt) each tick. Unless you want the entity to have a physics hull or something, then you'll need to increase the max allowable speed. You can do that by modifying: ConVar sv

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Adam Mason
> Iwas thinking .. why don't you just pre-calculate the spot where the > bullet will land if it were to fall acording to gravity .. > do a traceline and see how far your target is, then figure out how > much it would fall ... etc, you get the idea. BUT... if the bullet is traveling slow and far eno

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Trauts
Once again, bullets are instantaneous in HL1/2. In other words, there isn't really a bullet. It just checks if at the center of your crosshair you're pointing at someone, if you are, it's a hit. Message: 11 From: "r00t 3:16" <[EMAIL PROTECTED]> To: Subject: Re: [hlcoders] Weapon ballastics Date:

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Jeffrey \"botman\" Broome
r00t 3:16 wrote: Also forgot to ask in the last post. What determines the bullet velocity ? I have been looking through the code and was quite sure, of what causes the bullet velocity to take place. The crossbow bolt has a velocity (just like all entities have a velocity). There is no bullet veloc

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread r00t 3:16
Also forgot to ask in the last post. What determines the bullet velocity ? I have been looking through the code and was quite sure, of what causes the bullet velocity to take place. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Hasan Aljudy" <[EMAIL PROTECTED]> To: S

[hlcoders] Crosshairs

2005-02-02 Thread r00t 3:16
Anyone figure out how to get crosshairs in the MP SDK, sort of like the ones in CS S? That bloom as you run etc? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread r00t 3:16
Actually, the crossbow is set to the max inches per second which is 2500 (I beleive) Bullets travel as 33600 inches per second. Husan, I was thinking about doing this actually. Not sure of the performace hit doing a traceline everyframe on a bullet but something to test out. Botman, thanks for the

Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
Yeah, i see that now, thanks for the reply Botman. Anybody got any ideas on how to lock the thirdperson camera with the rotation of the vehicle? On Wed, 02 Feb 2005 17:41:54 -0600, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Childe Roland wrote: > > I found the following section of code:

Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread r00t 3:16
I think you want GetVehicleEyeOffest or something similar. Then adjust the players offset bases on that? Not looking at the code right now but in a few I will look at it... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: " Childe Roland" <[EMAIL PROTECTED]> To: Sent: Wed

Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Jeffrey \"botman\" Broome
Childe Roland wrote: I found the following section of code: = void CPropJeep::GetCannonAim( Vector *resultDir ) { Vector muzzleOrigin; QAngle muzzleAngles; GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzle

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread jeff broome
On Wed, 2 Feb 2005 16:12:54 -0700, Dave R. Meyers <[EMAIL PROTECTED]> wrote: > Look at the crossbow code. The rebar bolt already does this. When you > shoot at a far target, the bolt drops, and it drops a lot if you are > shooting really far. Ask Mr. Math... http://mathforum.org/library/drmath/

Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
I think the easiest way to fix this would be to have the camera rotate with the vehicle turning. Has anyone tried to do this?? On Wed, 2 Feb 2005 17:25:37 -0600, Childe Roland <[EMAIL PROTECTED]> wrote: > I found the following section of code: > =

Re: [hlcoders] Weapon ballastics

2005-02-02 Thread Hasan Aljudy
Iwas thinking .. why don't you just pre-calculate the spot where the bullet will land if it were to fall acording to gravity .. do a traceline and see how far your target is, then figure out how much it would fall ... etc, you get the idea. On Wed, 2 Feb 2005 16:12:54 -0700, Dave R. Meyers <[EMAI

Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
I found the following section of code: = void CPropJeep::GetCannonAim( Vector *resultDir ) { Vector muzzleOrigin; QAngle muzzleAngles; GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles ); Ang

RE: [hlcoders] Weapon ballastics

2005-02-02 Thread Dave R. Meyers
Look at the crossbow code. The rebar bolt already does this. When you shoot at a far target, the bolt drops, and it drops a lot if you are shooting really far. Dave R. Meyers Starbreaker -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: T

Re: [hlcoders] Re: Weapon ballastics

2005-02-02 Thread r00t 3:16
Hmm, I have kind of been reading that, was thinking of using a projectile but there seems to be some issues on this once you speed it up above 2500 I believe. Was hoping for a solution for this r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: <[EMAIL PROTECTED]> To: S

Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread r00t 3:16
Not sure if you read any of the peeking threads I had sent to the list, but it was basically the same problem. If you move the ViewOffsetSet on the x,y vector you need to be continuously updating because the x,y vector can change (z can also but this is used for hieght) So if you get into the vehic

RE: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Frank Weima
Jeffrey, I put the code in serverplugin_empty.cpp. And then used code *after @checkfile*: @checkfile is for all clients, and executing it with: admin_execclient. ** fname = "Folder/file.bmp"; if (FileExists(fname)) { total++; **

Re: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread jeff broome
On Wed, 2 Feb 2005 23:19:25 +0100, Frank Weima <[EMAIL PROTECTED]> wrote: > Jeffrey, > > I put the code in serverplugin_empty.cpp. Server plugins ONLY run on the server. You can't check for files on the client using a server plugin. The only way you can check for files on the client is to create

RE: [hlcoders] Playing custom .vcd (faceposer) files

2005-02-02 Thread Yahn Bernier
They should load for you, but you might check in c_baseflex.cpp and see if the file is ever loaded by CFlexSceneFileManager::FindSceneFile Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Sent: Wednesday, February 02, 2005 12:11 PM To: hlcoders@li

RE: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Frank Weima
To Hasan: * whre are you writing your code? in the server or the client?! If you are on the server then it's only natural that your code only checks the server. * I was testing for a file on someone. Just on a client. This is for personal use only. A

[hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread Childe Roland
I edited the Thirdperson code in CAM_Think. I got it to put the camera behind and slightly above the player's eyes. However, whenever I get into a vehicle it goes back to the default thirdperson view of looking from the right while the player is facing forward. I can't seem to find where this is

Re: [hlcoders] Playing custom .vcd (faceposer) files

2005-02-02 Thread Jon
Well things seem to be working alright except that any expression tracks that I have in a .vcd that are from my own set of expressions in an expressions file (lets call it jonsexpressions.txt or jonsexpresssions.vfe) don't seem to work. Should .vfe files be loaded automatically when they are refren

Re: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Hasan Aljudy
>I updated a lot, but it just checks for files on the SERVER. >How come? I want to check for a file on the client. whre are you writing your code? in the server or the client?! If you are on the server then it's only natural that your code only checks the server. On Wed, 2 Feb 2005 11:21:26 +0100

Re: [hlcoders] Making Usable Ladders

2005-02-02 Thread Josh Ferguson
Ah ha! I was lookin in the wrong project. Thanks Jay! On Tue, 1 Feb 2005 19:21:59 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote: > Yes in vbsp/textures.cpp: > // Handle ladders. > if ( ( propVal = GetMaterialVar( matID, "%compileLadder" > ) ) && StringIsTrue( propVa

Re: [hlcoders] Visual Studio 2005 Beta1/Express Edition

2005-02-02 Thread tei
Martin wrote: Hi, Hi! > This evening I'm > going to try it with Beta1 but it would be nice to get it working with > EE because so everyone in our team can have access to the code. > > Martin Fink Try this info page: http://www.sourcewiki.org/wiki/index.php/Compiling If you sucesfully work with the

Re: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Andre Bandarra
Well, i did a little googling and found two options. /* ACCESS.C: This example uses _access to check the * file named "ACCESS.C" to see if it exists and if * writing is allowed. */ #include #include #include void main( void ) { /* Check for existence */ if( (_access( "ACCESS.C", 0

[hlcoders] Visual Studio 2005 Beta1/Express Edition

2005-02-02 Thread Martin
Hi, was anyone successfull with compiling his mod with Visual Studio 2005 Beta1 or ExpressEdition? Tried with EE but I can't convert the project. Have you tried it and if so do you have some ideas? This evening I'm going to try it with Beta1 but it would be nice to get it working with EE because so

[hlcoders] Re: Weapon ballastics

2005-02-02 Thread trauts
Not really. Bullets are instantaneous in HL. My understanding is you'd have to make an entity representing it, render it, etc, and then apply physics. The problem with this is there is a maximum speed based on how often the position is updated. The end result is it would go to fast, jerk around, a

Re: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Jeffrey \"botman\" Broome
Frank Weima wrote: Hi, I tried the folowing: Where did you put the code (in which .cpp file)? Also, opening the file to check for existence is considered bad form since you are changing the modification date of the file when you do this. Something like _stat() doesn't change any of the file prope

RE: [hlcoders] Getting access to change m_flStepSoundTime

2005-02-02 Thread Josh
Thanks so much, I appreciate the help. I think in a worse case scenario the function that actually plays the sound could be "hooked" from the vtable, of course I would have to learn how to do this :P Thanks again, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

RE: [hlcoders] Check if a file or folder exists at Client

2005-02-02 Thread Frank Weima
Hi, I tried the folowing: int FileExists(string fname) { ifstream fs; // create an in file-stream object fs.open(fname.c_str(), ios::in); // try opening the file we look for // if the file doesnt exist, fs will be // NULL, therefore it doesnt exist if (!fs) {

Re: [hlcoders] Linker error on fresh mod ?

2005-02-02 Thread r00t 3:16
Maybe Yahn or someone at Valve can give me a better fix but for now... I changed // bone_setup.cpp around line 3089 - 3104 // Changed unsigned short *pList = NULL; int count = pStudioHdr->GetAutoplayList( &pList ); for (i = 0; i < count; i++) { int sequenceIndex = pList[i]; mstudioseqdesc_t &seqd