What's the difference between VelocityPush and doing Get/SetAbsVelocity and
adding a force vector?

I'm away from the SDK otherwise I would open it and check it out. Someone
wish to enlighten the rest of us? :)

~M


If by push you mean blown back in a single blow, VelocityPunch?
>

> I would like to create a weapon that when fired pushes the other player
> backwards
>
> how would I go about applying a force to a player?
>
>
>

On Wed, Dec 10, 2008 at 4:00 AM, <[EMAIL PROTECTED]>wrote:

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> Today's Topics:
>
>   1. Re: Expanding trigger (from a newbie) (Stetson Tremblay)
>   2. Re: Trouble moving a func_brush entity (Jorge Rodriguez)
>   3. Re: Trouble moving a func_brush entity (Steve Henderson)
>   4. Push Gun ([EMAIL PROTECTED])
>   5. Re: Trouble moving a func_brush entity (Steve Henderson)
>   6. Re: Push Gun (Maarten De Meyer)
>   7. Re: Push Gun ([EMAIL PROTECTED])
>   8. Re: Push Gun (Matt Hoffman)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Mon, 8 Dec 2008 16:03:44 -0500
> From: Stetson Tremblay <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Expanding trigger (from a newbie)
> To: <[email protected]>
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset="iso-8859-1"
>
>
> that would eb socved in hammer via an entity named PATH TRAIN> From:
> [EMAIL PROTECTED]> To: [email protected]> Date: Mon, 8
> Dec 2008 11:45:14 -0800> Subject: Re: [hlcoders] Expanding trigger (from a
> newbie)> > I can't think of a way to do this if the trigger is a brush. If
> you use a bounding box (SOLID_BBOX) you should be able to change the
> trigger's bounds and just call TriggerMoved().> > Jay> > > > -----Original
> Message-----> > From: [EMAIL PROTECTED]> > [mailto:
> [EMAIL PROTECTED] On Behalf Of> >
> [EMAIL PROTECTED]> > Sent: Monday, December 08, 2008 10:53 AM> > To:
> [email protected]> > Subject: [hlcoders] Expanding trigger
> (from a newbie)> >> > I am creating a king of hill game called lava in
> which> > players are pushed> > off of platforms into a pit of so called
> "LAVA" I have a> > lavaTrigger that> > marks the players out.> >> > What I
> would like to do is have the lava trigger grow and> > expand to cover> > the
> entire map over a period of time. (to eliminate stalemates between> >
> players)> >> > How would I go about doing this?> > I would Also Like to have
> the floor grow also if I could> >> > any points in the right direction would
> be more than helpfull> >> > thank you> > ~Nemus (Hlcoder Newbie)> >> >> >
> _______________________________________________> > To unsubscribe, edit your
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> http://list.valvesoftware.com/mailman/listinfo/hlcoders> >> >> >
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> ------------------------------
>
> Message: 2
> Date: Mon, 8 Dec 2008 17:55:12 -0500
> From: "Jorge Rodriguez" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Trouble moving a func_brush entity
> To: "Discussion of Half-Life Programming"
>        <[email protected]>
> Message-ID:
>        <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> No sorry I'm a coder not a mapper. Someone around here might know.
>
> --
> Jorge "Vino" Rodriguez
>
>
> ------------------------------
>
> Message: 3
> Date: Mon, 8 Dec 2008 18:22:24 -0500
> From: "Steve Henderson" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Trouble moving a func_brush entity
> To: "Discussion of Half-Life Programming"
>        <[email protected]>
> Message-ID:
>        <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> You might be fighting the physics engine..try changing the move type ala:
>
> entity->SetMoveType( MOVETYPE_NONE );
>
> The parameter can be one of many -- you can find them throughout the code.
> In VStudio, Go to edit, find in files, select entire solution and type
> MOVETYPE..
>
> Steve
>
>
>
> On Mon, Dec 8, 2008 at 2:31 PM, Andrew Jones <[EMAIL PROTECTED]>
> wrote:
> > I'm not in a position to test this out, but it seems promising. Do you
> > happen to know of somewhere I could look at a reference implementation
> that
> > shows how to start an entity moving along the track in code?
> >
> > On Mon, Dec 8, 2008 at 12:07 PM, Jorge Rodriguez <[EMAIL PROTECTED]>
> wrote:
> >
> >> A func_brush is the proper entity to use, but instead of moving it
> upwards
> >> in your code, I think a better route is to set it on a path in Hammer
> and
> >> have it move upwards according to the track. Here's some info on how to
> get
> >> that going:
> >>
> >> http://developer.valvesoftware.com/wiki/Path_track
> >>
> >> --
> >> Jorge "Vino" Rodriguez
> >> _______________________________________________
> >> 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
> >
> >
>
>
>
> ------------------------------
>
> Message: 4
> Date: Mon, 8 Dec 2008 21:29:40 -0700 (MST)
> From: [EMAIL PROTECTED]
> Subject: [hlcoders] Push Gun
> To: [email protected]
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain;charset=iso-8859-1
>
> I would like to create a weapon that when fired pushes the other player
> backwards
>
> how would I go about applying a force to a player?
>
>
>
>
>
>
> ------------------------------
>
> Message: 5
> Date: Mon, 8 Dec 2008 23:57:38 -0500
> From: "Steve Henderson" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Trouble moving a func_brush entity
> To: "Discussion of Half-Life Programming"
>        <[email protected]>
> Message-ID:
>        <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> You might try using the func_train entity (its a bit of a misnomer --
> not necessarily a choo choo train):
>
> "A func_train is a brush-based entity that you can get to move around
> in some interesting ways."
>
> http://ameba.lpt.fi/~koukka/Hammer/Tutoriaalit/Func_train.html<http://ameba.lpt.fi/%7Ekoukka/Hammer/Tutoriaalit/Func_train.html>
> (includes example map)
>
> More here:
>
> http://developer.valvesoftware.com/wiki/Func_train
>
> And check out this:
>
> http://developer.valvesoftware.com/wiki/Path_corner
>
> (path corners are for setting automatic pathways for NPCs but
> evidently they work for a func_train as well)
>
> Good luck on your project.
>
> Steve
>
> On Mon, Dec 8, 2008 at 2:31 PM, Andrew Jones <[EMAIL PROTECTED]>
> wrote:
> > I'm not in a position to test this out, but it seems promising. Do you
> > happen to know of somewhere I could look at a reference implementation
> that
> > shows how to start an entity moving along the track in code?
> >
> > On Mon, Dec 8, 2008 at 12:07 PM, Jorge Rodriguez <[EMAIL PROTECTED]>
> wrote:
> >
> >> A func_brush is the proper entity to use, but instead of moving it
> upwards
> >> in your code, I think a better route is to set it on a path in Hammer
> and
> >> have it move upwards according to the track. Here's some info on how to
> get
> >> that going:
> >>
> >> http://developer.valvesoftware.com/wiki/Path_track
> >>
> >> --
> >> Jorge "Vino" Rodriguez
> >> _______________________________________________
> >> 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
> >
> >
>
>
>
> ------------------------------
>
> Message: 6
> Date: Tue, 9 Dec 2008 07:12:44 +0100 (CET)
> From: "Maarten De Meyer" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Push Gun
> To: "Discussion of Half-Life Programming"
>        <[email protected]>
> Message-ID:
>        <
> [EMAIL PROTECTED]>
> Content-Type: text/plain;charset=iso-8859-1
>
> If by push you mean blown back in a single blow, VelocityPunch?
>
> > I would like to create a weapon that when fired pushes the other player
> > backwards
> >
> > how would I go about applying a force to a player?
> >
> >
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
>
>
>
> ------------------------------
>
> Message: 7
> Date: Tue, 9 Dec 2008 09:07:32 -0700 (MST)
> From: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Push Gun
> To: "Discussion of Half-Life Programming"
>        <[email protected]>
> Message-ID:
>        <[EMAIL PROTECTED]>
> Content-Type: text/plain;charset=iso-8859-1
>
> > If by push you mean blown back in a single blow, VelocityPunch?
> >
> >> I would like to create a weapon that when fired pushes the other player
> >> backwards
> >>
> >> how would I go about applying a force to a player?
> >>
> >>
> >>
> >>
> >> _______________________________________________
> >> 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
> >
> >
> VelocityPunch Exactly is that a function?
>
>
>
>
> ------------------------------
>
> Message: 8
> Date: Tue, 9 Dec 2008 08:08:03 -0800
> From: "Matt Hoffman" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] Push Gun
> To: "Discussion of Half-Life Programming"
>        <[email protected]>
> Message-ID:
>        <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Just do a quick search in your project/solution and you'd find out... (That
> is assuming Valve used it, and I'm sure they did)
>
> On Tue, Dec 9, 2008 at 8:07 AM, <[EMAIL PROTECTED]> wrote:
>
> > > If by push you mean blown back in a single blow, VelocityPunch?
> > >
> > >> I would like to create a weapon that when fired pushes the other
> player
> > >> backwards
> > >>
> > >> how would I go about applying a force to a player?
> > >>
> > >>
> > >>
> > >>
> > >> _______________________________________________
> > >> 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
> > >
> > >
> > VelocityPunch Exactly is that a function?
> >
> >
> > _______________________________________________
> > 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:
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>
>
> End of hlcoders Digest, Vol 10, Issue 10
> ****************************************
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