Hi all,
I would like to know what are the axis range in terms of units : is it -4096
to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096) or higher
than than lik -16384 to 16383... ?
I'm very interesting in knowing the real range of each axis.
Thank you in advance for ya help.
Axis of what?
Janek wrote:
Hi all,
I would like to know what are the axis range in terms of units : is it -4096
to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096) or higher
than than lik -16384 to 16383... ?
I'm very interesting in knowing the real range of each axis.
He means the world boundaries.
It's all defined in worldsize.h
2009/8/17 Tom Edwards t_edwa...@btinternet.com:
Axis of what?
Janek wrote:
Hi all,
I would like to know what are the axis range in terms of units : is it -4096
to 4095 (if I'm refering to MAX_TRACE_LENGTH which is set to 4096)
Sorry for my bad initial demand. As specified by Harry I was speaking about
x, y and z axis.
Looking at worldsize.h I can see following settings which are answering my
question:
#define MAX_COORD_INTEGER (16384)
#define MIN_COORD_INTEGER (-MAX_COORD_INTEGER)
#define MAX_COORD_FLOAT
Well of course - you can be standing at (0, 16384) and trying to trace
to (0, -16384).
Janek wrote:
Sorry for my bad initial demand. As specified by Harry I was speaking about
x, y and z axis.
Looking at worldsize.h I can see following settings which are answering my
question:
#define
Sure you can. I was just surprised seeing a check between -32768 and +32768
where it should be between -16384 and +16384. Itis done intentionaly so...
sounding really weird in my mind.
J.
2009/8/17 Tom Edwards t_edwa...@btinternet.com
Well of course - you can be standing at (0, 16384) and
Greetings,
I have been a fan of the game and level design in general for some time.
I am getting my feet wet in regards to HL2 coding. My current project
necessitates the creation of some new spherical entities similar to the
roller mines. That is, they need to be able to roll at will, but
How about simply reading how they wrote the Rollermine in the code?
Greetings,
I have been a fan of the game and level design in general for some time.
I am getting my feet wet in regards to HL2 coding. My current project
necessitates the creation of some new spherical entities similar to
Look at VPhysicsInitNormal.
On Mon, Aug 17, 2009 at 8:36 PM, Dark Cheshire
Catdarkcheshire...@gmail.com wrote:
Greetings,
I have been a fan of the game and level design in general for some time.
I am getting my feet wet in regards to HL2 coding. My current project
necessitates the creation
I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki
for all to view.
http://developer.valvesoftware.com/wiki/Grapple_Hook
I am sure it would come in handy, all you would need to do is get a barnacle
weapon view model and world model going, and perhaps change the color of
Ahaha I love you. Not that I needed it for barnacles, but I love grappling
hooks. Will defintly implement this into my mod, thanks!
On Mon, Aug 17, 2009 at 2:38 PM, Ryan Sheffer darksk...@gmail.com wrote:
I have posted the Obsidian Conflict Grapple Hook code on the Source SDK
wiki
for all to
Thank you so much! I will take a look at it!
Gabriel Smith
On Aug 17, 2009, at 5:38 PM, Ryan Sheffer darksk...@gmail.com wrote:
I have posted the Obsidian Conflict Grapple Hook code on the Source SDK wiki
for all to view.
http://developer.valvesoftware.com/wiki/Grapple_Hook
I am sure it would
Doesn't appear to work for OB SP. Compiles fine, added it to the
c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple,
C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a
weapon_crossbow weapon script and renamed to weapon_grapple to no dice.
Just get:
]
It needs to be included in the client and server code, no weapon stub is
needed.
Here is the weapon script.
// Grapple Hook
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
printnameGRAPPLE HOOK
viewmodelmodels/weapons/v_crossbow.mdl
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