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 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > _________________________________________________________ > > > > > > Do You Yahoo!? > > > > > > Get your free @yahoo.com address at http://mail.yahoo.com > > > > > > > > > > > > _______________________________________________ > > > > > > To unsubscribe, edit your list preferences, or view the list > > > > > archives, please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > --------------------------------------- > > > > > Eighty percent of life is showing up. > > > > > -- Woody Allen > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the list > > archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > _________________________________________________________ > > > > Do You Yahoo!? > > > > Get your free @yahoo.com address at http://mail.yahoo.com > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _________________________________________________________ > Do You Yahoo!? > Get your free @yahoo.com address at http://mail.yahoo.com > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

