Hello everyone,
I was just wondering if it is possible to hit a player's p model for
his current weapon? I've added traceattack and the pev->damage flags, but
the weapon only receives the traceattack if an explosion hits the player...
if I aim directly at the player's weapon and fire, it does not
Do you have a hint where I could start to look for this code to modify the
weapon system?
Or basically would I have to transform weapons in CBaseMonsters
instead? The only other option I have is to integrate these things
directly into the player models, but that would leave little room
to do thing
eapon code
(except
for precaching), so if you trace the execution path through them, they might
lead you someplace where you can make the changes you want.
--- Georges Giroux <[EMAIL PROTECTED]> wrote:
> Do you have a hint where I could start to look for this code to modify the
>
Hello,
I've been trying to get a hit on a submodel hitbox to register
but it never does. Basically, I have a shield which is a
submodel for the player model. The shield model has one bone
will all the vertices assigned to it. Now, when I view in the
hlviewer and within the game (with r_drawentit
est if it's hitting
the
> hitbox for the shield? Coz, I belive I'm right in saying, if you dont trap
> WHERE on the person it hits it just does straight weapon damage without
any
> skill bonus' to the player.
>
> - Original Message -
> From: "Georges Gi
only the
> /models/players/modelname/modelname.mdl ??
>
>
> - Original Message -
> From: "Georges Giroux" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, November 30, 2001 10:52 PM
> Subject: Re: [hlcoders] Submodel hitboxes (hitting a player's shie
Thanks to Robin Walker for the help..
everything was fine in the model itself, the only problem
I had was properly replacing the player.mdl model and then
calling the model "" from the console to actually replace it.
Georges
- Original Message -----
From: "Georges Giroux&quo
Hello,
Does anyone know which flags have to be set for a
full body
animation (like the death animations)? If I don't
set
the pev->deadflag to something other than
DEAD_NO,
my animation is only played by the player's top
half. Basically, my
animation has the player kneel down, so I can't
I've set pev->deadflags to another value I've added (since
in think function it checks if pev->deadflag >= DEAD_DYING),
and my own think function. What I am wondering is which flag determines
that the animation sequence in pev->sequence will be for the whole
body or just the upper body (and pev->g
You
can use EnableControl(FALSE) in player.cpp, this will freeze
the
player on the spot.
Georges
-Original Message-From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of
CortexSent: Monday, December 17, 2001 2:53 PMTo:
[EMAIL PROTECTED]Subject: Re: [hlcoders]
Hello,
I've been working on third person camera and have ran into a problem
I'm not sure can be corrected. Basically, when rotating the view (thus
rotating the player model), the model seems to constantly jerk a little
while
it is turning, as if it's constantly correcting it's angles. This only
h
That would make sense, the only problem is the
thirdperson
camera code does not put you into observer mode. Is
there
any way to increase the client/server updates?
I know other mods must have had this problems
already (AirHL,
HL Rally, Bushido..), so there must be a
solution
>I'
Hello everyone,
It works!! Everything is in the file GameStudioModelRenderer_Sample.*
The only things you need to change are:
-All calls to StudioSetupBones, StudioEstimateGait,
StudioProcessGait, StudioFxTransform should use the default implementation
in CStudioModelRenderer.
-In hl_weapons.cp
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Hello everyone,
I have ran into another problem: GetAttachment. I set all my attachment
points in the player model and they look fine in the hlviewer.
Here's what it looks like in the ...qc file:
$at
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Hi again,
I took a look at the sample code and managed to compile a server-side
StudioModelRenderer. One thing I noticed when running was that
the pointer to the engine_studio_api_s struct (struct engine_studio_api_s
*pstudio)
seems corrupt or just
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Hello again,
Sorry to bother once again, but I am really at a loss. I've looked over the source
code to CStudioModelRenderer and trying to figure out a way to make
it "server-side", but I have no idea
The iBone parameter is the index of the bone which you want to retrieve.
The only way I found out the right bones indexes was by setting
a break point somewhere in CStudioModelRenderer and verifying the index
there. They don't correspond to what you have in the .smd file (ie Bip01 R
Hand is index
Unfortunately GetBonePosition server-side will not return to you the
transformed
bone position as far as I know, since I've been struggling with that and
GetAttachment
server-side. You have to mimic the transformations that happen client-side
on the server-side,
concerning the bone transformations
>
To: <[EMAIL PROTECTED]>
Sent: Friday, February 15, 2002 1:06 PM
Subject: RE: [hlcoders] Bone position
> This is a multi-part message in MIME format.
> --
> http://list.valvesoftware.com/pipermail/hlcoders/2002-January/001406.htm
> l
>
>
> > -Original Messag
Hi there,
Those two functions are only useful if you're going to locally predict
player's animations.
That'd be only useful if you're doing a thirdperson camera view. You'll
notice that
those two function are only called in SetupClientAnimation, which is called
in StudioDrawPlayer.
It will only g
Hey guys,
Short and sweet, I was just wondering, will the graphical
improvements of Condition Zero be eventually available to Half-Life
mod makers?
Georges
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To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://
, while
> those with fast computers can experience full detail.
>
> Since you can change the face, skin tone, and other attributes of a
> model, there are over 160 different combinations."
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]
Me again,
Just to steer this back towards my original question,
is there a time interval when the CZ tech will be released
for mod makers? (ie 3 months after the game goes retail?)
Thanks!
Georges
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Chris B
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--
[ Picked text/plain from multipart/alternative ]
Hello,
I need some help or advice...this is my problem:
-Two clients, client A, client B.
-1 server
-On the server, iuser3 for client A is set to 55 (for example)
-On the server, iuser3 for client B
e server and transmit to all
> clients.
>
> david
>
> -Original Message-
> From: Georges Giroux [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, March 26, 2002 1:51 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Accessing another client's iuser variable
>
> This is a m
cArthur
> To: [EMAIL PROTECTED]
> Sent: Tuesday, March 26, 2002 9:15 PM
> Subject: Re: [hlcoders] Accessing another client's iuser variable
>
>
> Is the iuser3 variable sent across in the AddToFullPack function in
> client.cpp on the server.dll.
> If its not in there, th
Hey there,
I had another type of problem with the TriApi but the cause was the same:
an untextured triangle. Try applying a texture to it like Cortex mentioned,
it should solve the problem.
Georges
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Sebasti
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--
[ Picked text/plain from multipart/alternative ]
Hey all,
I've already asked this question before and didn't get a clear response, so
I'll ask again:)
Will the engine updates that Condition Zero will bring be available to *all
mods*, and not just C
Hello everyone,
I was just wondering if player indices (1-32) are assigned once
and reserved for a player? Or do they change everytime a player dies?
Basically, I'm sending a message with a player entity index (with
entindex())
to all clients, and on the client side, in GameStudioModelRenderer,
Hey there,
On Gladiator the camera is always in third person, but I always had
trouble with the gordon model being displayed rather than my own.
I found out you have to clear out the model key like this:
// Have to do this or else ingame model switching does not work for some
reason
g_engfuncs.p
Hi there,
I don't know if anyone can give me a hand, I've been searching for answers
for months to this to no avail, I've tried the mailing list a few months
back and
no help there either.
I'm having a hard time figuring out why GetAttachment and GetBonePosition on
the server-side
never returns
serverside, and
they've always returned the correct positions for me when working with NPC
models. I assume you are using the player entity, so it must be something
special with the player for whatever reason (I would download the AVIs but
my
56k is crap).
>From: "Georges Giroux"
Hey guys,
Does anyone have an idea how I would make a player turn on a dime?
I don't want there to be any acceleration, I just want the player to
instantly
move in the direction he's facing... anyone have any ideas?
Georges
--
Project Lead/Coder
Gladiator mod
[EMAIL PROTECTED]
ICQ:
Hey all,
I've recently been running Gladiator with fakelag 200 (give a ping of about
400), and
I noticed that animations take a second before they start.
FYI, Gladiator is running in thirdperson mode.
If I start moving forward, the player will "slide" quite a bit before the
"walk" animation
star
I was wondering if the bug fixes were important
enough to warrant porting over from the 2.2 SDK?
I'm not really concerned with any fixes to Half-Life itself
(gauss fixes, etc) as well.
Thanks!
Georges
--
Project Lead/Coder
Gladiator mod
[EMAIL PROTECTED]
ICQ: 11425443
MSN: [EMAIL P
What does 9 way blending do anyways? I know counter-strike does it...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Szuromi Tamás
Sent: Saturday, October 19, 2002 4:57 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] 9 way blending animation source
If some
It's possible, I've done it for Gladiator:
http://gladiator.lan-gaming.com/tmp/gl_pit0001.jpg
http://gladiator.lan-gaming.com/tmp/gl_pit0002.jpg
http://gladiator.lan-gaming.com/tmp/gl_pit0003.jpg
Basically, look up cloth simulation on the web, and you
use TriAPI...I don't do any collision checks,
o NPC?
You need a better 2d artist, those chain sprites are atrocious
-Original Message-
From: [EMAIL PROTECTED]
[mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Georges
Giroux
Sent: Saturday, October 12, 2002 8:43 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Rope attach
I don't see how that could work...
pev->buttons is defined only as an unsigned short (16 bits).
The defines for the new buttons are:
#define IN_ATTACK3 (1 << 16)
#define IN_ATTACK4 (1 << 17)
Clearly shifting by 16 or 17 bits will not work since the unsigned short
is only 16 bits. So thi
Hey there,
This isn't an answer, more of a question related to
OpenGL...have you been able to use the stencil buffer?
I have tried but it never seems to work since it needs to
be initialized with
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_STENCIL)...
Georges
-Original Message-
From:
Hey there,
Does the stencil buffer need to be "created" when the window
is created? Because I have code that I tried in the hl model viewer
with a stencil buffer (for shadows), which works fine.
But in HL, I can't even do simple stencil buffer ops...they
just all fail. I thought it was required t
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