[hlcoders] Re: 3 round burst
Thanks Again --- --- Robert I Chatman III --- www.swallowbush.com --- [EMAIL PROTECTED] --- (408) 569-4436 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, May 09, 2005 6:25 AM To: hlcoders@list.valvesoftware.com Subject: hlcoders digest, Vol 1 #1908 - 9 msgs Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com 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] The three round burst is not nearly as complex as you are making it. Look here : http://www.swallowbush.com/forum/viewtopic.php?t=326 By doing the code like this you don't have to worry about any of that shooting 3 at once drama. It always shoots 1. I actually have refined my code a bit more so if you want to, I can update my forum so it has the flagged version. I added a flag for automatic, as well as ready, to fix some bugs in my original code. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
I think Tony has a good point there. Plus its easy to code... On 5/10/05, bob [EMAIL PROTECTED] wrote: Thanks Again --- --- Robert I Chatman III --- www.swallowbush.com --- [EMAIL PROTECTED] --- (408) 569-4436 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, May 09, 2005 6:25 AM To: hlcoders@list.valvesoftware.com Subject: hlcoders digest, Vol 1 #1908 - 9 msgs Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com 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] The three round burst is not nearly as complex as you are making it. Look here : http://www.swallowbush.com/forum/viewtopic.php?t=326 By doing the code like this you don't have to worry about any of that shooting 3 at once drama. It always shoots 1. I actually have refined my code a bit more so if you want to, I can update my forum so it has the flagged version. I added a flag for automatic, as well as ready, to fix some bugs in my original code. ___ 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
Re: [hlcoders] Re: 3 round burst
I gave a better thought about what Tony said. The solution does not work... Burst mode always fire 3 shot. Not more, not less. On his code, you would be able to fire one or two shots while using burst mode On 5/10/05, Andre Bandarra [EMAIL PROTECTED] wrote: I think Tony has a good point there. Plus its easy to code... On 5/10/05, bob [EMAIL PROTECTED] wrote: Thanks Again --- --- Robert I Chatman III --- www.swallowbush.com --- [EMAIL PROTECTED] --- (408) 569-4436 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, May 09, 2005 6:25 AM To: hlcoders@list.valvesoftware.com Subject: hlcoders digest, Vol 1 #1908 - 9 msgs Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com 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] The three round burst is not nearly as complex as you are making it. Look here : http://www.swallowbush.com/forum/viewtopic.php?t=326 By doing the code like this you don't have to worry about any of that shooting 3 at once drama. It always shoots 1. I actually have refined my code a bit more so if you want to, I can update my forum so it has the flagged version. I added a flag for automatic, as well as ready, to fix some bugs in my original code. ___ 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
RE: [hlcoders] Re: 3 round burst
Exactly, which is how burst fire works in reality. When you press and hold the trigger, as long as you hold the trigger, the weapon will fire automatically up to x shots and then stop firing. If you let go after one shot it WILL stop firing. And reset the burst count wheel. I have an mp5 manual, no I don't own an mp5, but I bought a manual just for the sake of researching this. Here is an excerpt FROM HK's manual (hopefully I won't get in shit for it:P) --Quote: Heckler Hoch MP5 Submachinegun Operators Manual, page 50-51 Burst Mode - When the safety/selector lever is set on the burst firing position, the axle rotates a toothed counting wheel into position. This toothed count wheel will hold the sear out of engagement with the hammer for the total number of rounds in the burst provided the operator holds the trigger rearward long enough for all rounds to fire. After the last round of the burst is fired the sear is automatically released to engage with and hold the hammer in the cocked position. Each time the trigger is released, whether the entire b urst has been fired or not, the toothed counting wheel will automatically reset at zero to begin the full count over again. Thus, the HK style burst device is described as having no memory. It always provides the full burst as long as the trigger is held rearward long enough to allow all two or three rounds to fire. --End Quote Hope that clears some air here. -Original Message- From: Andre Bandarra [mailto:[EMAIL PROTECTED] Sent: May 10, 2005 8:50 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: 3 round burst I gave a better thought about what Tony said. The solution does not work... Burst mode always fire 3 shot. Not more, not less. On his code, you would be able to fire one or two shots while using burst mode On 5/10/05, Andre Bandarra [EMAIL PROTECTED] wrote: I think Tony has a good point there. Plus its easy to code... -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.7 - Release Date: 09/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Netcode and Vehicles
With this post you sorta imply that you will be releasing an update that fixes the vehicles problems. Do you plan on doing that, or was I simply misreading it? It's not being worked on right now. The SDK already has a framework for writing your own predicted entities. The client DLL has full control over the simulation and rendering of these entities. But you have to do that work if you want to get predicted vehicles into a multiplayer mod right now. There is no built-in solution in the SDK. I am having a lot of problems trying to transfer the vehicles to client side. Can you give me some tips, or preferebly some example code (besides whats in the SDK) to get me started? There isn't any example code to send. If we had some it would be in the SDK already. How do the IVehicle, IclientVehicle, and Iservervehicle work with relation to each other? Are these going to have to be consolidated into one, or which class should most of this consolidation take place in? There seems to be so much that goes in either client or server that it would be impossible to code it in both. I really need some help here, and would appreciate it if the guys at valve who wrote and (should) know this code could give me some real help. If I do get it working I plan on posting advice on Wiki to allow other modders to get it done without having to pull all of their hair out. IVehicle is the base interface. You can use all of its functions from shared code (or client code or server code). IClientVehicle is the stuff that's only implemented on the client-side of the vehicle code (view, fov, prediction, hud) IServerVehicle is the stuff that's only implemented on the server (game rules stuff passenger handling) These can all be changed in a mod, but it shouldn't be necessary to make tons of changes here. Basically, the above interfaces define vehicles without defining any of the simulation. So a vehicle in this case could simply be a mounted gun or some other thing that has its own rules for overriding the player's view movement. That's the basic purpose of this stuff. The other vehicle stuff (fourwheelvehicle, etc) is for working with the specific body+suspension+wheels physics simulation that vphysics provides. A good starting point would be to put together something like a mounted gun (that isn't simulated) and build up that to use client-side prediction. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
Not all weapons fire like that. Burst Mode on the M16A2 fires 3 rounds when you pull the trigger. Then fires another 3 rounds when you pull the trigger again. http://usmilitary.about.com/od/weapons/l/blm16a2.htm burst control device, that limits the number of rounds fired in the automatic mode to three per trigger pull, which increases accuracy while reducing ammunition expenditure Also that is a submachine gun not an assault rifle. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 10, 2005 9:35 PM Subject: RE: [hlcoders] Re: 3 round burst Exactly, which is how burst fire works in reality. When you press and hold the trigger, as long as you hold the trigger, the weapon will fire automatically up to x shots and then stop firing. If you let go after one shot it WILL stop firing. And reset the burst count wheel. I have an mp5 manual, no I don't own an mp5, but I bought a manual just for the sake of researching this. Here is an excerpt FROM HK's manual (hopefully I won't get in shit for it:P) --Quote: Heckler Hoch MP5 Submachinegun Operators Manual, page 50-51 Burst Mode - When the safety/selector lever is set on the burst firing position, the axle rotates a toothed counting wheel into position. This toothed count wheel will hold the sear out of engagement with the hammer for the total number of rounds in the burst provided the operator holds the trigger rearward long enough for all rounds to fire. After the last round of the burst is fired the sear is automatically released to engage with and hold the hammer in the cocked position. Each time the trigger is released, whether the entire b urst has been fired or not, the toothed counting wheel will automatically reset at zero to begin the full count over again. Thus, the HK style burst device is described as having no memory. It always provides the full burst as long as the trigger is held rearward long enough to allow all two or three rounds to fire. --End Quote Hope that clears some air here. -Original Message- From: Andre Bandarra [mailto:[EMAIL PROTECTED] Sent: May 10, 2005 8:50 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: 3 round burst I gave a better thought about what Tony said. The solution does not work... Burst mode always fire 3 shot. Not more, not less. On his code, you would be able to fire one or two shots while using burst mode On 5/10/05, Andre Bandarra [EMAIL PROTECTED] wrote: I think Tony has a good point there. Plus its easy to code... -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.11.7 - Release Date: 09/05/2005 ___ 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
[hlcoders] networked entity question
Id like to build a networked entity class for my voting structure in my mod. however, one thing is bugging me. I have a global pointer to my main voting entity and i want a corresponding client side counterpart. But i only create this entity once during the lifetime of a server. It has to live outside game rules and the level. So my questing is, when clients connect, how/when does the client side entity get created if at all? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] shareware?
all i ask is implement drag and drop for extracting and packing files. Unless you have done so On 5/9/05, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello tei, Monday, May 9, 2005, 4:50:08 PM, you wrote: t note to self: Never run on bankrupt tryiing to get money from shareware t *tools*, users are too greedy. *tools* dont fit the shareware model. I hope there will be some percentage of people who will agree to support further development. Who knows :) -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ 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
RE: [hlcoders] networked entity question
If it an entity that is set up to always transmit, it will transmit its state to any connecting client and create the client-side counterpart, and transmit deltas from then on. See the player resource for a good example of this. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Tuesday, May 10, 2005 7:20 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] networked entity question Id like to build a networked entity class for my voting structure in my mod. however, one thing is bugging me. I have a global pointer to my main voting entity and i want a corresponding client side counterpart. But i only create this entity once during the lifetime of a server. It has to live outside game rules and the level. So my questing is, when clients connect, how/when does the client side entity get created if at all? ___ 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
Re: [hlcoders] networked entity question
oh ok, thanks Matt, that answered my question. On 5/10/05, Matt Boone [EMAIL PROTECTED] wrote: If it an entity that is set up to always transmit, it will transmit its state to any connecting client and create the client-side counterpart, and transmit deltas from then on. See the player resource for a good example of this. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Tuesday, May 10, 2005 7:20 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] networked entity question Id like to build a networked entity class for my voting structure in my mod. however, one thing is bugging me. I have a global pointer to my main voting entity and i want a corresponding client side counterpart. But i only create this entity once during the lifetime of a server. It has to live outside game rules and the level. So my questing is, when clients connect, how/when does the client side entity get created if at all? ___ 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
Re: [hlcoders] Re: 3 round burst
root 3:16, At 07:16 PM 5/10/2005, you wrote: Not all weapons fire like that. Burst Mode on the M16A2 fires 3 rounds when you pull the trigger. Then fires another 3 rounds when you pull the trigger again. http://usmilitary.about.com/od/weapons/l/blm16a2.htm burst control device, that limits the number of rounds fired in the automatic mode to three per trigger pull, which increases accuracy while reducing ammunition expenditure You should know better than to expect to get accurate information about military weapons from anywhere but the manufacturer's site or a .MIL domain training- related site. According to the U.S. Marine Corp Basic School Weapons Handling and Safety Course student handout (B2200) notes for the M16 Family page 25 (top): NOTE: The burst cam is not self-indexing. If BURST is selected, the burst cam does not automatically reset to the first shot position of the 3-round burst unless the trigger is released before the cycle is complete. If the trigger is released during the burst, and the 3-round cycle is interrupted, the next pull of the trigger fires the rounds remaining in the interrupted cycle. You can grab the PDF version of that manual at URL: https://www.tbs.usmc.mil/Pages/Downloads/Student%20Handouts/Weapons/B2200%20Weapons%20Handling%20and%20Safety.pdf (if the list mailer mangles this link, reassemble it with copy/paste) Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
Right then when u read up a couple of sections it says the same thing I posted. When the trigger is pulled 3 rounds are fired. With the same URL you gave.. Combination of automatic and semiautomatic fire . Some weapons, designed to fire automatically or semi-automatically, have a selector that permits the shooter to choose the type of fire desired. . Burst control. The M16A2 fires automatically for three rounds when the selector is on burst. Therefore, the M16A2 combines both automatic and semiautomatic fire but is limited to a maximum of three rounds in one burst of fire. Then there is another part about burst and then has that NOTE: At any rate, I have shot the M16A2, when you pull and release it fires 3 rounds. Regardless if you pull and hold the trigger or just pull and release the trigger. Although that was quite a few years back so maybe they redid this dunno... 3 sites I went to .org's .mils have the same thing it fires 3 rounds automatically in burst mode. http://www.au.af.mil/au/awc/systems/dvic534.htm r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Michael A. Hobson [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 10, 2005 11:20 PM Subject: Re: [hlcoders] Re: 3 round burst root 3:16, At 07:16 PM 5/10/2005, you wrote: Not all weapons fire like that. Burst Mode on the M16A2 fires 3 rounds when you pull the trigger. Then fires another 3 rounds when you pull the trigger again. http://usmilitary.about.com/od/weapons/l/blm16a2.htm burst control device, that limits the number of rounds fired in the automatic mode to three per trigger pull, which increases accuracy while reducing ammunition expenditure You should know better than to expect to get accurate information about military weapons from anywhere but the manufacturer's site or a .MIL domain training- related site. According to the U.S. Marine Corp Basic School Weapons Handling and Safety Course student handout (B2200) notes for the M16 Family page 25 (top): NOTE: The burst cam is not self-indexing. If BURST is selected, the burst cam does not automatically reset to the first shot position of the 3-round burst unless the trigger is released before the cycle is complete. If the trigger is released during the burst, and the 3-round cycle is interrupted, the next pull of the trigger fires the rounds remaining in the interrupted cycle. You can grab the PDF version of that manual at URL: https://www.tbs.usmc.mil/Pages/Downloads/Student%20Handouts/Weapons/B2200%20Weapons%20Handling%20and%20Safety.pdf (if the list mailer mangles this link, reassemble it with copy/paste) Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ 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
Re: [hlcoders] Re: 3 round burst
r00t: I don't think you get the point of his mail. Indeed, each trigger pull is limited to a 3 rounds. The point is that you are able to interrupt the burst by releasing the trigger before you finish. Most of the references you're pointing out cite three bullets per pull, but they aren't as specific as his in pointing out the mechanism. And while you did fire the rifle, I doubt you took care to verify this particular point. mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
root 3:16, Just for once, maybe you could stop pretending to be the all-knowing infallible font of knowledge you seem to think you are as demonstrated by at least half your posts to this list ? At 08:55 PM 5/10/2005, you wrote: 3 sites I went to .org's .mils have the same thing it fires 3 rounds automatically in burst mode. http://www.au.af.mil/au/awc/systems/dvic534.htm Link above is not to an actual training manual, wherein one might learn all the subtle nuances of the weapon. Are you suggesting that some random web pages are superior in authority to an actual scanned *US MARINE CLASS TRAINING MANUAL* ??? At any rate, I have shot the M16A2, when you pull and release it fires 3 rounds. Regardless if you pull and hold the trigger or just pull and release the trigger. Did you actually try to make it cut the bursts short ? Why do I find that hard to believe? I shall now quote from page 4 (top paragraph) of the M16A2 MILSPEC document for the M16A2 Assault Rifle: MIL-R-63997B(AR) MILITARY SPECIFICATION Rifle, 5.56mm: M16A2, which is available from Armalite (the AR in AR-15) at the following URL: http://www.ar15.com/content/manuals/m16a2milspec.pdf quote: ... When the selector is placed in the BURST position, it shall permit the automatic sear to engage the hammer, so that the rifle is capable of burst firing. (One, two, or three continuous shots the first time the trigger is pulled and held back. Three continuous shots on the second and each successive time the trigger is pulled and held back. One, two or three shots if the trigger is released before completion of the three shot cycle or all cartridges are expended before completion of the three shot cycle.) This is from the DoD manufacturing specification for the M16A2 dated 12 December 1986. Do you think you know more about this weapon than both the USMC and the DoD? Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders