Re: [hlcoders] determing where bullet hit?

2005-02-06 Thread Freecode
Little offtopic here but can u find out before the bullet is hit? (without any TraceLine() hacks)?? On Sun, 6 Feb 2005 17:56:49 +1000, Teddy [EMAIL PROTECTED] wrote: In the player's TraceAttack() code, have a look at the ptr-hitgroup. It'll scale the damage by the convars: sk_player_head,

Re: [hlcoders] determing where bullet hit?

2005-02-06 Thread Jeffrey \botman\ Broome
Freecode wrote: Little offtopic here but can u find out before the bullet is hit? (without any TraceLine() hacks)?? Impossible. Traceline is required to determine whether anything collides with that line. Once you've determined that you've hit a player, you can check which hitbox the line hit.

[hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Maurino Berry
Hello, I've ported some of the AI classes from singleplayer to the MP sdk npc_turret_floor and npc_antlion. Aside from commenting out a few hl2 specific lines (references to combine soldiers etc) I left the files unchanged. I also ported the InitDefaultAIRelationships to CSDKGamerules. Anyway, the

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Jeffrey \botman\ Broome
Maurino Berry wrote: Anyway, the AI works flawlessly ingame, however if I spawn an NPC and then close the server, and try to recreate it I end up with a client crash right before i'm put into the game and I can't figure out why for the life of me. Run in the debugger? It will tell you where it's

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Maurino Berry
No the debugger isn't operating correctly, it's just giving me an access violation. _ Powerful Parental Controls Let your child discover the best the Internet has to offer.

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Teddy
Unless it's a crash in the engine.dll, the debugger should at least give you the call stack to help track down the error... On Sun, 06 Feb 2005 19:34:21 -0500, Maurino Berry [EMAIL PROTECTED] wrote: No the debugger isn't operating correctly, it's just giving me an access violation.

Re: [hlcoders] determing where bullet hit?

2005-02-06 Thread r00t 3:16
Botman, I wasn't sure how to word that. But you are right. That is what I really meant. How to tell where a traceline actually hit the player. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Hasan Aljudy
a bit OT the debugger should at least give you the call stack to help track down the error... wow, awosome! Thanks! I always wondered how track down problem where you just have something wrong with memory and you can't really see where exactly that happened. I recently saw a call stack thing