well if you think about it, your only sending it over as they connect, so
its not bad nettraffic, it doesnt get in the way of gameplay

----- Original Message -----
From: "Persuter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 13, 2002 5:20 PM
Subject: RE: [hlcoders] Map entities client-side


> lol, reductor, yeah, I started looking at bspfile.cpp... Then I just
> rolled my eyes and didn't do it. It's just something I need to send one
> time. Making the message was simple in the extreme, I just wanted to
> know if there was a simpler way that didn't take up net bandwidth on the
> client-side.
>
> But thanks, I'll be sure to keep this around for next time... :)
>
> Persuter
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > [EMAIL PROTECTED]] On Behalf Of ReDucTor
> > Sent: Wednesday, February 13, 2002 4:29 AM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Map entities client-side
> >
> > Prasing the BSP Client side is the best way...Although if its just an
> > entity
> > that is used once, then just sent it serverside its easier to setup...
> >
> > I'm gunna lead you through using the BSP Client side...
> >
> > First thing add to your project
> >   bspfile.cpp
> >   cmdlib.cpp
> >   mathlib.cpp
> >   scriplib.cpp
> > And I Include bspfile.h into the files you wish to use the bsp stuff
> Now,
> > time to get the name of the map, well we know entity in index 0 is the
> > map,
> > so lets use the name of the model, to get the map...
> > gEngfuncs.GetEntityByIndex(0)->model->name will give the map..now to
> load
> > the BSP File..
> >
> > LoadBSPFile(gEngfuncs.GetEntityByIndex(0)->model->name);
> >
> > Now the epairs/entities aren't prased in that they are just stored,
> time
> > to
> > prase the entities
> >
> > ParseEntities();
> >
> > Now its time to find the entity you need..
> >
> > entity_t * FindEntityByClassName(char *classname)
> > {
> >       for(int i=0;i<num_entities;i++)
> >            if(strcmp(classname, ValueForKey(entities[i],"classname"))
> ==
> > 0)
> >                return entities[i];
> >
> >        return NULL;
> > }
> >
> > Now how about we try and find and aim at an "info_player_deathmatch"
> > entity,
> > we would do the following..
> >
> > entity_t * entity = FindEntityByClassName("info_player_deathmatch");
> >
> > How about an example of using that entity, lets make it aim at that
> point
> > :D
> > hehe gotta have some fun sometime
> >
> > vec3_t dirAim;
> > vec3_t MyOrigin
> > float Angles[3];
> > VectorCopy(MyOrigin,gEngfuncs.GetLocalPlayer()->origin)
> > VectorMinus(entity->origin, dirAim, MyOrigin);
> > VectorAngles(dirAim, Angles);
> > for(int i=0;i<3;i++)
> >   if(Angles[i]>180)
> >    Angles-=360;
> > gEngfuncs.SetViewAngles(Angles);
> >
> > Now There you are happy as can be, only one thing, you will be aiming
> from
> > the center of your body if you try that, but thats just to show how to
> use
> > the entity_t stuff, btw the entity_t struct is stored in bspfile.h
> >
> > I Recommend only loading the bsp and prasing it, probley in
> HUD_VidInit
> >
> >
> > ----- Original Message -----
> > From: "Roachfood - the-coming.com" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Wednesday, February 13, 2002 7:38 PM
> > Subject: Re: [hlcoders] Map entities client-side
> >
> >
> > > Cant you pass the keyvalues to the client in your message?  I know
> for
> > my
> > > mod we have animated plants and items that are on the server side
> only.
> > For
> > > instance when the player touches the animated item, a message is
> sent to
> > the
> > > client tellin it what it is and the inventory/hud info is updated
> > > accordingly.  I dont know if that pertains to your original
> question...
> > but
> > > anyway... =)
> > >
> > > If you really need the keyvalues, when the entity is created send a
> > message
> > > to the client.  Im tired... im going to bed.
> > >
> > > Roachie
> > > www.the-coming.com
> > > ----- Original Message -----
> > > From: "Persuter" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Wednesday, February 13, 2002 12:27 AM
> > > Subject: RE: [hlcoders] Map entities client-side
> > >
> > >
> > > > Btw, to clear things up on this, I did indeed eventually use the
> > message
> > > > to client and it works fine now (better than I expected,
> actually),
> > but
> > > > I just found it odd that we can't get the keyvalues from the
> > > > client-side. OK, now continue the digression... :)
> > > >
> > > > Thanks for everyone who helped, btw...
> > > >
> > > > Persuter
> > > >
> > > > > -----Original Message-----
> > > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > > [EMAIL PROTECTED]] On Behalf Of Pat Magnan
> > > > > Sent: Tuesday, February 12, 2002 3:28 PM
> > > > > To: [EMAIL PROTECTED]
> > > > > Subject: Re: [hlcoders] Map entities client-side
> > > > >
> > > > > Two solutions come to mind:
> > > > > - parse the BSP client side...
> > > > > - transmit the value of that keyvalue to the client in a
> message,
> > just
> > > > > once while the HUD is initializing should do it (keyvalues don't
> > > > change
> > > > > do they?).
> > > > >
> > > > > I chose the latter for an entity that was placed in the map, and
> > > > > rendered client side by TriAPI. I think some folks were working
> on
> > > > > trying to parse the BSP client side, but ran into trouble
> keeping
> > > > > things in synch...
> > > > >
> > > > > I think you've been around longer than I have and may not need
> it,
> > :)
> > > > > but if you want to see an outline of my approach, I did up a
> > tutorial
> > > > > (concept mostly) here:
> > > > > http://www.tourofdutymod.com/tutorials.php
> > > > >
> > > > > > Is there a way to access keyvalue info in the map from the
> client-
> > > > > side?
> > > > > > I keep on thinking you must be able to, since obviously the
> client
> > > > > side
> > > > > > has the map, but I haven't been able to find any way to do it.
> > > > > >
> > > > > > Thanks,
> > > > > > Persuter
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > _________________________________________________________
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> > > > > >
> > > > >
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