Well yeah, that's why I didn't care, just makes sense to cut down on
network traffic whenever possible, 'specially if it's easier.

Persuter

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Tom
> Sent: Wednesday, February 13, 2002 12:38 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Map entities client-side
>
> 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


_________________________________________________________
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

Reply via email to