Ideally we'd like the players to be able to move the camera (third person) - wouldn't this nix that?
~~Chris Drouin On Jan 21, 2009, at 7:29 PM, Minh <minh...@telus.net> wrote: > Look for a function called > > OverrideMouseInput( float *x, float *y ) > > I use this function to nullify my mouse movement and it will solve > your > problem just fine. I think there's an example in the SDK on how to > use it. > It's really trivial to use. To negate mouse movement, I just go > *x *= 0; > *y *= 0; > > > > > Bagels wrote: >> I've got a player entity viewed in the third person; for various >> inscrutable reasons, we need this player entity at a fixed >> orientation >> regardless of the camera position (but still keeping control >> enabled). >> What's the best way to go about this? Using SetAbsAngle() in the >> Think() method doesn't seem to have an appreciable effect. I suspect >> it's getting overridden by the physics and/or gamemovement stuff that >> gets called later. >> >> ~~Chris Drouin >> >> _______________________________________________ >> 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