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From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
I was going to compliment you on your use of the English language, but
then I realised that you should have said /effect/. :-P
The player model can be defined anywhere you see fit, but it's normally
done either in the player ent's Spawn() function or the GameRules'
FinshPutClientInServer() -
Why not replacing the player with a vehicle, and making him fast? Wouldn't
that cut an unnecessary segment out of the loop and make life more
peaceful/less effin source physics grr?
Depends on what he's trying to accomplish.
On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
You'd need to port all the vehicle physics over to the player entity for
a start, then refactor huge chunks of code that assume there's a player
ent sitting in the driver's seat firing the weapons, then change the
conditions when NPCs can see the player to reflect its new oblong size
then,
Vehicles have a couple of specific physics rules, I'd suggest creating
a CVehiclePlayer which extends some vehicle class or interface and
implements the needed methods.
On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
Why not replacing the player with a vehicle, and making him fast?
: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific
...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific physics rules, I'd suggest
] On Behalf Of David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific physics rules, I'd suggest creating
a CVehiclePlayer which extends some vehicle
Of David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific physics rules, I'd suggest creating
a CVehiclePlayer which extends some vehicle class
Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific physics rules, I'd suggest creating
a CVehiclePlayer which extends some vehicle class or interface and
implements the needed methods.
On 11/25/09, Matt Hoffman lord.matt.hoff
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific physics rules, I'd suggest
6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific physics rules, I'd suggest
creating
a CVehiclePlayer which extends some vehicle class or interface and
implements the needed
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific physics
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
Vehicles have a couple of specific physics rules, I'd suggest
creating
a CVehiclePlayer which extends some vehicle class or interface and
implements the needed methods.
On 11/25
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