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
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
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
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
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
> 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
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:
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
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
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
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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
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:
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
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
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/
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:
> =
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
I found the following section of code:
=
void CPropJeep::GetCannonAim( Vector *resultDir )
{
Vector muzzleOrigin;
QAngle muzzleAngles;
GetAttachment( LookupAttachment("gun_ref"), muzzleOrigin, muzzleAngles
);
Ang
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
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
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
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++;
**
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
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
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
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
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
>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
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
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
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
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
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
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
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]
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) {
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
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