VelocityImpulse takes the current velocity and adds the value you pass, to it. SetAbs/SetLocal.. SET the velocity to what you pass it. -Tony
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang Sent: December-10-08 12:12 AM To: [email protected] Subject: Re: [hlcoders] Push Gun 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: > Send hlcoders mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > [EMAIL PROTECTED] > > You can reach the person managing the list at > [EMAIL PROTECTED] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > 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 > 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: 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: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > End of hlcoders Digest, Vol 10, Issue 10 > **************************************** > _______________________________________________ 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

