[hlcoders] Hitting a weapon p model

2001-11-18 Thread Georges Giroux
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

RE: [hlcoders] Hitting a weapon p model

2001-11-19 Thread Georges Giroux
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

RE: [hlcoders] Hitting a weapon p model

2001-11-20 Thread Georges Giroux
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 >

[hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-29 Thread Georges Giroux
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

Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-30 Thread Georges Giroux
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

Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-11-30 Thread Georges Giroux
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

[Solution] Re: [hlcoders] Submodel hitboxes (hitting a player's shield)

2001-12-04 Thread Georges Giroux
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

[hlcoders] Full body animation

2001-12-07 Thread Georges Giroux
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

Re: [hlcoders] Full body animation

2001-12-07 Thread Georges Giroux
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

RE: [hlcoders] MOVETYPE_NONE for player

2001-12-17 Thread Georges Giroux
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]

[hlcoders] Third person camera problem

2002-01-28 Thread Georges Giroux
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

Re: [hlcoders] Third person camera problem

2002-01-29 Thread Georges Giroux
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'

RE: [hlcoders] Third person camera problem [SOLUTION]

2002-01-29 Thread Georges Giroux
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

[hlcoders] GetAttachment for server-side collision detection

2002-02-05 Thread Georges Giroux
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] GetAttachment for server-side collision detection

2002-02-05 Thread Georges Giroux
This is a multi-part message in MIME format. -- 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

[hlcoders] Server-side GetAttachment and animation blending

2002-02-06 Thread Georges Giroux
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Bone position

2002-02-09 Thread Georges Giroux
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

Re: [hlcoders] Bone position

2002-02-15 Thread Georges Giroux
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

Re: [hlcoders] Bone position

2002-02-15 Thread Georges Giroux
> 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

Re: [hlcoders] 9 way blending?

2002-02-17 Thread Georges Giroux
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

[hlcoders] Counter-Strike : Condition Zero

2002-03-23 Thread Georges Giroux
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://

Re: [hlcoders] Counter-Strike : Condition Zero

2002-03-25 Thread Georges Giroux
, 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]

RE: [hlcoders] Counter-Strike : Condition Zero

2002-03-25 Thread Georges Giroux
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

[hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Georges Giroux
This is a multi-part message in MIME format. -- [ 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

Re: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Georges Giroux
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

Re: [hlcoders] Accessing another client's iuser variable

2002-03-26 Thread Georges Giroux
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

RE: [hlcoders] TriAPI weirdness

2002-04-14 Thread Georges Giroux
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

[hlcoders] Condition Zero tech

2002-04-22 Thread Georges Giroux
This is a multi-part message in MIME format. -- [ 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

[hlcoders] Entity indices

2002-04-23 Thread Georges Giroux
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,

RE: [hlcoders] Third person player / Developer mode

2002-05-17 Thread Georges Giroux
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

[hlcoders] Server-side GetAttachment/GetBonePosition bug

2002-05-17 Thread Georges Giroux
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

RE: [hlcoders] Server-side GetAttachment/GetBonePosition bug

2002-05-18 Thread Georges Giroux
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"

[hlcoders] Player physics

2002-06-11 Thread 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:

[hlcoders] Movement prediction

2002-09-24 Thread Georges Giroux
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

RE: [hlcoders] Half-life SDK v2.3

2002-10-03 Thread Georges Giroux
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

RE: [hlcoders] 9 way blending animation source

2002-10-19 Thread Georges Giroux
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

RE: [hlcoders] Rope attached to NPC?

2002-10-12 Thread Georges Giroux
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,

RE: [hlcoders] Rope attached to NPC?

2002-10-12 Thread Georges Giroux
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

RE: [hlcoders] Additional Weapon Functions

2002-12-04 Thread Georges Giroux
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

RE: [hlcoders] Motion Blur

2003-01-12 Thread Georges Giroux
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:

RE: RE: [hlcoders] Motion Blur

2003-01-13 Thread Georges Giroux
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