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Look at the way origins are scaled to a 2D screen space in
CMapOverview::DrawMapPlayers() and CMapOverview::WorldToMap
On 4/11/06, Benjamin Davison [EMAIL PROTECTED] wrote:
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Thanks guy, I
You need to use ScreenTransform.
(equivalent to the triapi-WorldToScreen in hl1)
Also.. is this object you're pointing at, supposed to be pointed at by all
players on the server, no matter what or something?
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-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened
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I just thought I'd note this will only work if you are trying to get a top
down position of the entity on the screen (assumed by how you assigned x to
x and y to y directly). But if your trying to draw the sprite at the
vector position on the
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NuclearFiend, great stuff thanks, yeah I am trying to put the sprite at
the vector position on the screen, I should of been more clear about that.
Omega, this is only going to be shown to a group of players, not all of
them. Thanks for the top
If you have a clientside entity that you'd like to position a hud
element around, use these utility functions in cdll_util.cpp:
bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int
iX, int iY, Vector *vecOffset );
bool GetVectorInScreenSpace( Vector pos, int iX, int iY,
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Thanks Robin :D
This is a bit OT, but inbetween builds I just started getting this error.
client Could not open the temporary file 'c:\bbssrc\cl_dll\Debug
HL2MP\RSP01.rsp'. Make sure the file exists and that the directory is
not
cl_entitylist is the client side name.
search for 'maxplayers'.
At 2006/04/09 12:20 PM, you wrote:
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Now conceptually I have the idea down in my head; What I would first do is
find the entity and then find out it's position in the world(easy
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I think it's MAX_PLAYERS.
There's hardly any useful stuff with regards to searching for entities. I
have tended to make my own util library that is shared between the client
and server and allows me to do the same operation on server/client
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if you're using HL2MP sdk, you can define the player limits in
src\dlls\hl2mp_dll\hl2mp_gameinterface.cpp
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