Hey Emiel
I've had the exact same problem as you did once. I've traced the problem
down to the creation and deletion of entities (and thus the modification of
their vphysics?) while during hit-detection code. To solve this I've setup
flags for "delete me" or "create me" for entities that had this p
If you have an entity nearby that you can do a trace from that you know is
not inside the displacement, then you can just see if you hit the entity or
the world (presumably the displacement.) However, if you think about it,
displacements are open-ended, so if there is a point "next" to a
displaceme
Doesn't work, Tons of people don't bother with those below, so you have some
random texture there. Wonder if you can detect displacement with a trace?
On Sun, Sep 21, 2008 at 6:36 PM, Andrew Ritchie <[EMAIL PROTECTED]> wrote:
> Trace straight down and see if you hit sky/nodraw?
>
> On Mon, Sep 22
Trace straight down and see if you hit sky/nodraw?
On Mon, Sep 22, 2008 at 2:12 AM, Minh <[EMAIL PROTECTED]> wrote:
> here's a tuff one. How do you find out if a point is underneath/behind
> terrain (ie. displacement ) ?
>
>
> Gayan Ediriweera wrote:
> > I don't think you can use traces because t
here's a tuff one. How do you find out if a point is underneath/behind
terrain (ie. displacement ) ?
Gayan Ediriweera wrote:
> I don't think you can use traces because the map enclosure isn't
> necessarily a convex shape. So you could imagine a point where a trace
> in any direction would hit b
The issue lies in C_BaseHLPlayer::PerformClientSideObstacleAvoidance( float
flFrameTime, CUserCmd *pCmd ). For some reason, the code that sets nodraw on
npcs doesn't work to remove nodraw from them as well. I just commented out all
of the blocks that set nodraw on stuff, and it works fine.
>
I think somewhere vphysics.dll is crashing. Try debugging after you
commit suicide.
On Sun, Sep 21, 2008 at 11:58 AM, Emiel Regis <[EMAIL PROTECTED]> wrote:
> Hey,
>
> I am getting a crash randomly when a player sucides, I tracked this down
> to creation of ragdoll - however sometimes it crashes
Perhaps you haven't defined CGrenadeSuperFrag and it really is called
C_GrenadeSuperFrag or GrenadeSuperFrag?
- Original Message -
From: "Yorg Kuijs" <[EMAIL PROTECTED]>
To: "Discussion of Half-Life Programming"
Sent: Sunday, September 21, 2008 8:43 PM
Subject: Re: [hlcoders] grenade co
ah wait it wasn't loading the SetTimer from GrenadeSuperFrag but from
WeaponSuperFrag so hence it indeed didn't have a body,
grenade_superfrag.h is included, anyway I can use the SetTimer from
GrenadeSuperFrag in WeaponSuperFrag? I tried CGrenadeSuperFrag::SetTimer
but says its not a class or na
In the headers you declare functions. (head)
intMyFunction(int AValue, char* A_Pointer);
In a .cpp file you define the functions (bodies)
intMyFunction(int AValue, char* A_Pointer)
{
if (A_Pointer)
{
return AValue/7;
}
return 0;
}
When you call a function from an
Hey,
I am getting a crash randomly when a player sucides, I tracked this down
to creation of ragdoll - however sometimes it crashes and sometimes it
doesnt. The call stack is as follows;
vphysics.dll!0e654a3e()
[Frames below may be incorrect and/or missing, no symbols
Body as in a function?
in that case no
if not I don't know what you mean
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Thanks for the swift responses guys, but the issue isn't with pushaway, its
with npcs going invisible. You can completely pass through a player without
them vanishing, but NPCs vanish, and stay vanished. Something in the client
net / prediction code is treating the them differently from players,
TF2 Players aren't completely solid, they're just non-solid to other
players.
I was the one that explained how it was done. As for the pushaway stuff,
I've added it to the SDK for next update, I just don't know when the
next update will be ready. I can probably sometime this week yank the
code fro
If you are declaring SetTimer in the class def, are you actually
providing a body for that method?
Yorg Kuijs wrote:
> hey List,
>
> back again with another problem
> now trying to start off the detonation off grenades when the pull is
> pinned through events, I first tested it by starting the c
hey List,
back again with another problem
now trying to start off the detonation off grenades when the pull is
pinned through events, I first tested it by starting the countdown sound
in the event and that worked, doing the timer proves more troublesome.
I'm currently working in weapon_superfra
Then you get shoved around alot?
On Sun, Sep 21, 2008 at 8:40 AM, Nick <[EMAIL PROTECTED]> wrote:
> What about repeated Player-side penetration issue, with multiple NPC
> at the same time?
>
> On Sun, Sep 21, 2008 at 9:53 AM, Andrew Watkins <[EMAIL PROTECTED]> wrote:
> > Hey all, I've run into a
Yeah, Valve said something, they said they might get it up as a code
snippet, but I never saw it.
I think you never can actually pass streight through someone in TF2, it
always 'bent' you around them.
On Sun, Sep 21, 2008 at 8:37 AM, Benjamin Davison <[EMAIL PROTECTED]
> wrote:
> IIRC TF2 has com
What about repeated Player-side penetration issue, with multiple NPC
at the same time?
On Sun, Sep 21, 2008 at 9:53 AM, Andrew Watkins <[EMAIL PROTECTED]> wrote:
> Hey all, I've run into a rather strange issue with NPCs and TF2-style
> "friendly clipping" in an OB HL2MP mod. Similar to TF2, friend
IIRC TF2 has completely non solid players but when a user passes into their
"space" the users usercommands are manipulated.
I think Alfred made a short post on it once.
On Sun, Sep 21, 2008 at 3:53 PM, Andrew Watkins <[EMAIL PROTECTED]> wrote:
> Hey all, I've run into a rather strange issue with
Hey all, I've run into a rather strange issue with NPCs and TF2-style
"friendly clipping" in an OB HL2MP mod. Similar to TF2, friendly players can
pass through each other, and I've extended this to include NPCs - players
can pass through friendly NPCs, and they can also pass through each other.
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