so im working on a serverside plugin where i need bullet trajectories
to be visible for a certain amount of time and then fade out. first,
would i be using tracelines for this and two, is it possible to have
access to this class within a server plugin. it seems that the util.h
isnt able to be inc
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tracelines are available through server plugins through another interface
(engine interface?) I don't recall offhand and I don't have the code
available to peek at to double check.
J
On 8/29/07, David Adams <[EMAIL PROTECTED]> wrote:
>
> so im w
thanks, it was right under my nose the whole time. its in
IEngineTrace.h with an example of it being used in
serverplugin_bot.cpp. i knew i had seen it somewhere before!
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alright so now that i know how to do tracelines, is there a way to
make them visible somehow through the server plugin?
On 8/29/07, David Adams <[EMAIL PROTECTED]> wrote:
> thanks, it was right under my nose the whole time. its in
> IEngineTrace.h with an example of it being used in
> serverplugi
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only on listen servers by drawing debug lines. there's no way to make them
visible on clients.
On 8/30/07, David Adams <[EMAIL PROTECTED]> wrote:
>
> alright so now that i know how to do tracelines, is there a way to
> make them visible somehow t
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You need to hard link with the ITempEntsSystem instance. You can learn more
at http://wiki.alliedmods.net/Signature_Scanning , although it's much easier
if it's done on Linux only since there are symbol tables.
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There is also a beam in the IEffects interface (IEFFECTS_INTERFACE_VERSION)
that might work for you given the right material.
If that would work, it's much easier than scanning memory for a function
that calls the ITempEntsSystem and trying to co
cool, i found that interface for ieffects. but when calling the beam
function, it takes like 10 parameters.
virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
int nHaloIndex, unsigned char frameStart, unsigned char
frameRate,
float flLife,
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the indices are indices to precached materials.
you need to give it a texture right?
and there are examples somewhere, there's precached stuff for other beams.
On 9/4/07, David Adams <[EMAIL PROTECTED]> wrote:
>
> cool, i found that interface fo
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oops, sorry i forgot you're working in a plugin. look at the sdk itself lol.
On 9/4/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> the indices are indices to precached materials.
> you need to give it a texture right?
> and there are exampl
L PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Adams
Sent: Tuesday, September 04, 2007 10:19 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] serverside plugin visible tracelines?
cool, i found that interface for ieffects. but when calling the beam
function, it takes l
7;s my best guess.
>
> Keeper
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David Adams
> Sent: Tuesday, September 04, 2007 10:19 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] serverside plugin vi
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