I'd think it be best to derive a new gamemovement class where you implement
movement logic for how your vehicle will behave, I suggest highly to not use
the vehicle interface because then it will require that players have a
decent ping or it will lag big time.

By making a custom gamemovement logic you can run the logic both server and
client side meaning the player can predict it and therefore not appear to
suffer as much from latency. You could start out simplistic with just
getting the player to behave like a vehicle and then focus on issues such as
suspension and decoupling turning from mouselook, etc.

Mainly, with players you want movement to be responsive, and when dealing
with latency that means that the movement code must exist on both client and
server so they can predict what their commands will do and show it as quick
as possible.

Chris

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction

Vehicles have a couple of specific physics rules, I'd suggest creating
a CVehiclePlayer which extends some vehicle class or interface and
implements the needed methods.

On 11/25/09, Matt Hoffman <[email protected]> wrote:
> Why not replacing the player with a vehicle, and making him fast? Wouldn't
> that cut an unnecessary segment out of the loop and make life more
> peaceful/less "effin source physics grr"?
>
> Depends on what he's trying to accomplish.
>
> On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
<[email protected]>wrote:
>
> > I was going to compliment you on your use of the English language, but
> > then I realised that you should have said /effect/. :-P
> >
> > The player model can be defined anywhere you see fit, but it's normally
> > done either in the player ent's Spawn() function or the GameRules'
> > FinshPutClientInServer() - or whatever its precise name is.
> >
> > That's going to be a tricky way of doing things however. It could be
> > considered a hack, but spawning the existing player ent inside a vehicle
> > and making sure he can never leave would be much more effective.
> >
> > Shawn Somers wrote:
> > > I'm relatively new to Source modding, and I need some help getting off
> > > the ground,
> > >
> > > I'm trying to create a mod that replaces the player with a vehicle, bu
> > > am having trouble determining what all I need to do in order to affect
> > > these changes. I already have the vehicle model, (static with no anims
> > > yet) and am capable of placing the model in a map as a static prop.
> > >
> > > What code do I need to change, to replace the player model with the
> > > vehicle, and use the weapon/weapons on the vehicle?
> > >
> > > Where do I start?
> > >
> > > can someone point me in the right direction?
> > >
> > > Shawn
> > >
> > > I
> > >
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> > >
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