In Dod's version of CViewRender::RenderPlayerSprites, we iterate over visible
teammate players and draw the icons using CMeshBuilder.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of AndreaZzZ
Sent: Wednesday,
You're searching for the attachment by name on the player. When it's in
thirdperson, you should probably be looking for the attachment on their weapon
model.
Your loop is crashing because you're not checking that you get a valid client
back before calling functions on the pointer.
In your view model class, find CalcViewModelView. You can change the
eyePosition vector before it gets passed into SetLocalOrigin. ( or
passed into the BaseClass if you have a custom view model class )
With that you can get an offset from the weapon and modify its onscreen
position however you
The entity is not created on the client until they are in the same PVS.
If it goes out of the pvs afterwards, it become dormant.
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Wednesday, August 02, 2006 8:35 PM
To:
the client version.
With this box surrounding the player, bullet tracelines should hit
hitboxes that are outside of the movement bounding box.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent: Monday, June 12, 2006 6:54 PM
To: hlcoders
The regular trace will exclude a player as a target if the trace doesn't
collide with the bounding box.
It is possible to do an additional check on eligible players and force a
trace against their hitboxes with enginetrace-ClipRayToEntity. That's
per target player, so you can do extra work to
You should only apply the punch to the view angle when not under
prediction. On the client, prediction of frames can occur an arbitrary
number of times after the first real frame is processed.
You can use:
#include prediction.h
...
if ( !prediction-InPrediction() )
{
// do recoil
}
To
Wanted to share a fix that gave some performance improvements in the
latest Dod Source release.
bool CDODPlayer::WantsLagCompensationOnEntity( const CBasePlayer
*pPlayer, const CUserCmd *pCmd, const CBitVecMAX_EDICTS
*pEntityTransmitBits ) const
{
// No need to lag compensate at all if
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Looks like the combine animation event
#define COMBINE_AE_RELOAD ( 2 )
has the same value as the generic animation event
AE_NPC_RIGHTFOOT
You might have to translate the animation events coming
Make that analogous :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent: Friday, August 12, 2005 2:34 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Reload problem
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The colors Normal, Caution etc are referenced in
resource/ClientScheme.res. You should change them there.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
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There is quite a lot of documentation for this at the top of
hudanimations.txt, but here's a quick example.
There are actually a few built in panel animation vars that you can use
( Alpha, FgColor )
If it an entity that is set up to always transmit, it will transmit its
state to any connecting client and create the client-side counterpart,
and transmit deltas from then on. See the player resource for a good
example of this.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
It comes from an animation event. Char *options is the options parameter
to the event, and usually holds information about the muzzleflash, eg
what style to draw or a scale value.
Eg your fire animation might include this event:
$sequence fire Fire01 snap fps 30 activity ACT_VM_PRIMARYATTACK 1 {
The touch function will be called continuously for each entity that is
touching on every frame. It sounds like you changed the Touch function
once the player picks the object up, maybe like this?
SetTouch( NULL );
If so you can re-set the touch function when your object is ready to be
touched
Do your hitboxes extend outside of the bounding box?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?
We are noticing this too.
I don't think its possible to add controls to this panel with just a
.res file change. You should add your cvar checkbox to the multiplayer
advanced dialog, which is scriptable via cfg/settings.scr.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Is it possible to create code-driven UI here? For example, HL2DM
and CS:S have model selection and spray support on this tab. How
do these work?
(I swear I found a document on how to do this once.. maybe it was
for
HL1...)
--JD
On Apr 7, 2005, at 4:32 PM, Matt Boone wrote
I've seen this particular bug in a few mods now, thought I would send
out a snippet for you guys until it can be sent out in the next SDK
update.
The problem shows up as players not respawning properly, seeming to fail
the teleport call. What's actually happening is the lag compensation
manager
To change visibility of an entity to different players, check out
CBasePlayer::ShouldTransmit
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, April 05, 2005 6:36 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] spectator
there is no
MoveParent.. whatever that is inside const QAngle
CBasePlayer::EyeAngles( ) in baseplayer_shared.cpp
CBaseEntity *pMoveParent =
const_castCBasePlayer*(this)-GetMoveParent();
is always NULL. so I'm gonna look into that next.
On Apr 5, 2005 6:42 PM, Matt Boone [EMAIL PROTECTED] wrote
Make sure newfont is the actual name of the font, which is possibly
different from the font's filename. Also remove the space from the
newfont entry.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, March 22, 2005 3:35 PM
To:
You should check out the hud animation system, this allows you to start
changes in colour or size that will run in the background for you. You
can also animate the alpha or size to simulate your panels disappearing.
As far as setting them not visible and them not disappearing, they
shouldn't be
Cs and dod both destroy the entities and re-create them from scratch on
round restart. We also maintain a list of entities that should not be
destroyed on a round restart ( player, lights etc ).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Does the pose parameter you are using in the animation code match the
pose parameter in the model?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, January 18, 2005 1:22 PM
To: hlcoders@list.valvesoftware.com
Subject:
What happens when you step through it? Does it successfully get the
index of the pose parameter? Is the pitch correct? Does
SetOuterPoseParameter do the right thing?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, January
A fix for this will be released with the next engine update. I'll send
code snippets then as well so you can fix any other bindings you're
trying to hook in your mod.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christensen,
Grant
Sent: Monday, January
Also try searching for the answer to life, the universe and everything
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Saturday, January 15, 2005 3:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Debugging a
HL2DM player animation uses a different system than is in the sdk.
Basically you have a list of base sequences, preblended with 9-way aims
and 9-way runs - those are the aim animations and are called in game
code via activities ( why you see different animation names in combine
vs rebels ).
It would be better to use an animation in the player model and change
the rotation of a specific joint with a pose parameter. What effect are
you trying to accomplish?
Its also easier to get position and angles of a particular bone if you
put an attachment point on it and get that.
-Original
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 10:50 PM
Subject: RE: [hlcoders] Bone manipulation via code
It would be better to use an animation in the player model and change
the rotation of a specific joint
A 32 bit integer would be limited to the values (10) through (131).
(20) is not really a useful value, its the same as (11).
What you're doing here is taking the value 2 ( 0010 in binary ) and
shifting it 0 bits to the left.
(20) == 0010 in binary == (11)
(21) == 0100 in binary == (12)
If you
Dimensions that are set in .res files are relative to a 640 by 480
screen, so they will scale to every resolution.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker
Sent: Wednesday, December 08, 2004 5:34 PM
To: [EMAIL PROTECTED]
Subject:
// to one player
ClientPrint( pPlayer, HUD_PRINTTALK, Hello World\n );
// to all players
UTIL_ClientPrintAll( HUD_PRINTTALK, Hello World\n );
Use HUD_PRINTCENTER instead of HUD_PRINTTALK to print to the center of
the screen.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Damn, I missed the day they gave those out. :(
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Thursday, October 21, 2004 3:39 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL2 Dev CPU Requirements
Brian Satertek Irelan
Yup, that's it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy
Sent: Wednesday, August 11, 2004 8:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred?
Help, valve? Reproduction steps included.)
, 2004 5:29 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] DoD pPlayer-v.playerclass
On Thu, 8 Jan 2004, Matt Boone wrote:
enum
{
PLAYERCLASS_UNDEFINED = 0,
//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
8--snip--
Though in 1.2 there may
Yes.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, March 13, 2004 2:52 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] pwd?
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is that your website?
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This is certainly a way to do it. However I think you'll find that
drawing that many TE boxes will overflow the client. One good way is to
only draw them on a single client, and only draw every second one. That
gives you a good general shape of the player and an indication if your
server hitboxes
a shield but that doesn't matter :)
- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 12, 2004 10:40 AM
Subject: RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it
should)
This is certainly a way to do it. However I think you'll
DoD has client side models only, no bsp.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Philip
Searle
Sent: Tuesday, March 02, 2004 1:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client-side BSP models
I'm recreating the entity every frame
Which model is shown in a dod_control_point for each state is determined
by the mapper, but if they use the standard -
models\mapmodels\flags.mdl:
Bodygroup model
0 Axis
1 Allies
2 British
3 Uncapped
4 Axis small flag
5
enum
{
PLAYERCLASS_UNDEFINED = 0,
//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
PLAYERCLASS_ASSAULT_TOMMY,
PLAYERCLASS_ASSAULT_GREASE,
PLAYERCLASS_SNIPER,
PLAYERCLASS_HEAVYWEAPONS,
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