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[ Picked text/plain from multipart/alternative ]
NuclearFiend, great stuff thanks, yeah I am trying to put the sprite "at"
the vector position on the screen, I should of been more clear about that.
Omega, this is only going to be shown to a group of players, not all of
them. Thanks for the top of ScreenTransform I'll check it out.
On 4/10/06, NuclearFriend <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I just thought I'd note this will only work if you are trying to get a
> "top
> down" position of the entity on the screen (assumed by how you assigned x
> to
> x and y to y directly). But if your trying to draw the sprite "at" the
> vector position on the screen I think "GetVectorInScreenSpace" will help
> you.
>
> On 4/11/06, NuclearFriend <[EMAIL PROTECTED]> wrote:
> >
> > Look at the way origins are scaled to a 2D screen space in
> > CMapOverview::DrawMapPlayers() and CMapOverview::WorldToMap
> >
> >
> > On 4/11/06, Benjamin Davison < [EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Thanks guy, I have gone a different way and am just using a server
> side
> > > entity which works well.
> > >
> > > This is more a questions about maths theory than anything else, so I
> > > have
> > > the Vectors transmitting perfectly :D But making them usable on the
> HUD
> > > is
> > > making me scratch my head, at the moment I have this code which deals
> > > with
> > > the layout of the label element.
> > >
> > >
> //-----------------------------------------------------------------------------
> > >
> > >
> > > // Purpose: Resizes the label
> > >
> > >
> //-----------------------------------------------------------------------------
> > >
> > > void CBBHudPointer::PerformLayout()
> > > {
> > > CHL2MPRules *pRules = HL2MPRules();
> > > if ( !pRules )
> > > return;
> > >
> > > Vector vPointer = pRules->m_vPointerPosition;
> > > int x = vPointer.x;
> > > int y = vPointer.y;
> > >
> > > m_pWarmupLabel->SetPos( x , y );
> > > }
> > >
> > > Now even I can see why that is wrong, X&Y are going to be relative to
> > > the
> > > clients HUD not the entitys position. I currently have -no- idea on
> how
> > > to
> > > nake it useable for my purposes.
> > >
> > > On 4/9/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > if you're using HL2MP sdk, you can define the player limits in
> > > > src\dlls\hl2mp_dll\hl2mp_gameinterface.cpp
> > > > --
> > > >
> > > > _______________________________________________
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> > > > please visit:
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> > > >
> > > >
> > >
> > >
> > > --
> > > - Benjamin Davison
> > > --
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
> >
> >
> > --
> > Programmer for RnL
> > www.resistanceandliberation.com
> >
>
>
>
> --
> Programmer for RnL
> www.resistanceandliberation.com
> --
>
> _______________________________________________
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- Benjamin Davison
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