Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Aditya Gaddam
P.S. I had to load the brush entity into a CBaseTrigger like it says
in the tutorial.

On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
 Right on Tony P.! The tutorial had a SetModel so I assumed it was
  taken care of. But when I printed it out it was null. Changing it to
  the model of a brush entity in the map worked!

  While I am in this thread, Is there any way to change the scale of the
  entity? Preferably different scale multipliers in different axis. I am
  looking in the BaseEntity class and most of it is for physics related
  stuff. Nothing to scale the visual model.

  Thanks,
  Aditya



  On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:
   Are you setting the copy's model? Get the model of the thing you are 
 copying
and set it as the model of the copy. Brush entities should have a model 
 like
*23 or any other number.
  
  
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
Sent: Tuesday, April 01, 2008 2:08 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Spawning instances of a brush made in a map? Possible?
  
Hi,
  
I am trying to make copies/instances of this panel I made in hammer in
my map. I followed
http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
gave the panel the class specified in the tutorial and then used the
code in my mod. I was able to push the block around like the code
says. However, if I create more using CreateEntityByName, I don't see
anything. The returned object from CreateEntityByName is NOT null. I
called Spawn() and Activate() on the object, but to no avail. I can
set it's position and such. But I dont see it!
  
Is there a better way to instantiate stuff you can stand on in the
world? If not, how do I solve this problem above?
  
Thanks,
Aditya
  
--
http://www.pixelfaction.com
AIM:ApeWithABrain
  
  
  
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Ryan Sheffer
prop_scalable perhaps, but I'm not sure how that works.

On Wed, Apr 2, 2008 at 12:15 AM, Aditya Gaddam [EMAIL PROTECTED]
wrote:

 P.S. I had to load the brush entity into a CBaseTrigger like it says
 in the tutorial.

 On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam [EMAIL PROTECTED]
 wrote:
  Right on Tony P.! The tutorial had a SetModel so I assumed it was
   taken care of. But when I printed it out it was null. Changing it to
   the model of a brush entity in the map worked!
 
   While I am in this thread, Is there any way to change the scale of the
   entity? Preferably different scale multipliers in different axis. I am
   looking in the BaseEntity class and most of it is for physics related
   stuff. Nothing to scale the visual model.
 
   Thanks,
   Aditya
 
 
 
   On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED]
 wrote:
Are you setting the copy's model? Get the model of the thing you are
 copying
 and set it as the model of the copy. Brush entities should have a
 model like
 *23 or any other number.
   
   
   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Aditya
 Gaddam
 Sent: Tuesday, April 01, 2008 2:08 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Spawning instances of a brush made in a map?
 Possible?
   
 Hi,
   
 I am trying to make copies/instances of this panel I made in hammer
 in
 my map. I followed
 http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
 gave the panel the class specified in the tutorial and then used the
 code in my mod. I was able to push the block around like the code
 says. However, if I create more using CreateEntityByName, I don't
 see
 anything. The returned object from CreateEntityByName is NOT null. I
 called Spawn() and Activate() on the object, but to no avail. I can
 set it's position and such. But I dont see it!
   
 Is there a better way to instantiate stuff you can stand on in the
 world? If not, how do I solve this problem above?
   
 Thanks,
 Aditya
   
 --
 http://www.pixelfaction.com
 AIM:ApeWithABrain
   
   
   
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 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
   
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   AIM:ApeWithABrain
 



 --
 http://www.pixelfaction.com
 AIM:ApeWithABrain

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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Tom Leighton
Scaling (Without physics) is done by moving the camera in/out from the 
model (At least this was the jist i got from Facepunch Forums on a prop 
enlarger/shrinker).

With physics cannot be done.

Aditya Gaddam wrote:
 P.S. I had to load the brush entity into a CBaseTrigger like it says
 in the tutorial.

 On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
   
 Right on Tony P.! The tutorial had a SetModel so I assumed it was
  taken care of. But when I printed it out it was null. Changing it to
  the model of a brush entity in the map worked!

  While I am in this thread, Is there any way to change the scale of the
  entity? Preferably different scale multipliers in different axis. I am
  looking in the BaseEntity class and most of it is for physics related
  stuff. Nothing to scale the visual model.

  Thanks,
  Aditya



  On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:
   Are you setting the copy's model? Get the model of the thing you are 
 copying
and set it as the model of the copy. Brush entities should have a model 
 like
*23 or any other number.
  
  
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
Sent: Tuesday, April 01, 2008 2:08 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Spawning instances of a brush made in a map? 
 Possible?
  
Hi,
  
I am trying to make copies/instances of this panel I made in hammer in
my map. I followed
http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
gave the panel the class specified in the tutorial and then used the
code in my mod. I was able to push the block around like the code
says. However, if I create more using CreateEntityByName, I don't see
anything. The returned object from CreateEntityByName is NOT null. I
called Spawn() and Activate() on the object, but to no avail. I can
set it's position and such. But I dont see it!
  
Is there a better way to instantiate stuff you can stand on in the
world? If not, how do I solve this problem above?
  
Thanks,
Aditya
  
--
http://www.pixelfaction.com
AIM:ApeWithABrain
  
  
  
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please visit:
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Aditya Gaddam
When you say Without Physics do you mean that everything will just
walk through it?

Thanks for the suggestion Ryan, I shall look into it.

On Wed, Apr 2, 2008 at 3:36 AM, Tom Leighton
[EMAIL PROTECTED] wrote:
 Scaling (Without physics) is done by moving the camera in/out from the
  model (At least this was the jist i got from Facepunch Forums on a prop
  enlarger/shrinker).

  With physics cannot be done.



  Aditya Gaddam wrote:
   P.S. I had to load the brush entity into a CBaseTrigger like it says
   in the tutorial.
  
   On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
  
   Right on Tony P.! The tutorial had a SetModel so I assumed it was
taken care of. But when I printed it out it was null. Changing it to
the model of a brush entity in the map worked!
  
While I am in this thread, Is there any way to change the scale of the
entity? Preferably different scale multipliers in different axis. I am
looking in the BaseEntity class and most of it is for physics related
stuff. Nothing to scale the visual model.
  
Thanks,
Aditya
  
  
  
On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:
 Are you setting the copy's model? Get the model of the thing you are 
 copying
  and set it as the model of the copy. Brush entities should have a 
 model like
  *23 or any other number.



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
  Sent: Tuesday, April 01, 2008 2:08 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Spawning instances of a brush made in a map? 
 Possible?

  Hi,

  I am trying to make copies/instances of this panel I made in hammer in
  my map. I followed
  http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
  gave the panel the class specified in the tutorial and then used the
  code in my mod. I was able to push the block around like the code
  says. However, if I create more using CreateEntityByName, I don't see
  anything. The returned object from CreateEntityByName is NOT null. I
  called Spawn() and Activate() on the object, but to no avail. I can
  set it's position and such. But I dont see it!

  Is there a better way to instantiate stuff you can stand on in the
  world? If not, how do I solve this problem above?

  Thanks,
  Aditya

  --
  http://www.pixelfaction.com
  AIM:ApeWithABrain



 ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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--
http://www.pixelfaction.com
AIM:ApeWithABrain
  
  
  
  
  
  


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 please visit:
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Tom Leighton
At least with models loaded from mdl's, you cannot resize its collision 
model / ( bounding box?). So if you moved the camera closer to the 
model before drawing it would appear bigger, but you could walk through 
the edges (But still hit the collision model at the center of that)

I don't particularly know how brush entities are stored, whether 
dynamically generated by the game when the map is loaded (In which case 
you might just be able to resize it), or stored in the bsp as an mdl

Aditya Gaddam wrote:
 When you say Without Physics do you mean that everything will just
 walk through it?

 Thanks for the suggestion Ryan, I shall look into it.

 On Wed, Apr 2, 2008 at 3:36 AM, Tom Leighton
 [EMAIL PROTECTED] wrote:
   
 Scaling (Without physics) is done by moving the camera in/out from the
  model (At least this was the jist i got from Facepunch Forums on a prop
  enlarger/shrinker).

  With physics cannot be done.



  Aditya Gaddam wrote:
   P.S. I had to load the brush entity into a CBaseTrigger like it says
   in the tutorial.
  
   On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
  
   Right on Tony P.! The tutorial had a SetModel so I assumed it was
taken care of. But when I printed it out it was null. Changing it to
the model of a brush entity in the map worked!
  
While I am in this thread, Is there any way to change the scale of the
entity? Preferably different scale multipliers in different axis. I am
looking in the BaseEntity class and most of it is for physics related
stuff. Nothing to scale the visual model.
  
Thanks,
Aditya
  
  
  
On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:
 Are you setting the copy's model? Get the model of the thing you are 
 copying
  and set it as the model of the copy. Brush entities should have a 
 model like
  *23 or any other number.



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
  Sent: Tuesday, April 01, 2008 2:08 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Spawning instances of a brush made in a map? 
 Possible?

  Hi,

  I am trying to make copies/instances of this panel I made in hammer 
 in
  my map. I followed
  http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
  gave the panel the class specified in the tutorial and then used the
  code in my mod. I was able to push the block around like the code
  says. However, if I create more using CreateEntityByName, I don't see
  anything. The returned object from CreateEntityByName is NOT null. I
  called Spawn() and Activate() on the object, but to no avail. I can
  set it's position and such. But I dont see it!

  Is there a better way to instantiate stuff you can stand on in the
  world? If not, how do I solve this problem above?

  Thanks,
  Aditya

  --
  http://www.pixelfaction.com
  AIM:ApeWithABrain



 ___
  To unsubscribe, edit your list preferences, or view the list 
 archives,
  please visit:
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 archives, please visit:
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--
http://www.pixelfaction.com
AIM:ApeWithABrain
  
  
  
  
  
  


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 please visit:
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Tom Edwards
I am quite surprised. :-p Is it truly dynamic, or is it limited to the 
number of hidden brushes you compile into the map?

 When you say Without Physics do you mean that everything will just
 walk through it?
   
Either that, or the physics collision box will stay the original size. 
There must be a way of getting around that though: the simulator accepts 
any size of collision model on entity spawn, so surely if you destroyed 
the old model and created a new one the correct size it'd work?

Aditya Gaddam wrote:
 Right on Tony P.! The tutorial had a SetModel so I assumed it was
 taken care of. But when I printed it out it was null. Changing it to
 the model of a brush entity in the map worked!

 While I am in this thread, Is there any way to change the scale of the
 entity? Preferably different scale multipliers in different axis. I am
 looking in the BaseEntity class and most of it is for physics related
 stuff. Nothing to scale the visual model.

 Thanks,
 Aditya

 On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:
   
 Are you setting the copy's model? Get the model of the thing you are copying
  and set it as the model of the copy. Brush entities should have a model like
  *23 or any other number.



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
  Sent: Tuesday, April 01, 2008 2:08 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Spawning instances of a brush made in a map? Possible?

  Hi,

  I am trying to make copies/instances of this panel I made in hammer in
  my map. I followed
  http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
  gave the panel the class specified in the tutorial and then used the
  code in my mod. I was able to push the block around like the code
  says. However, if I create more using CreateEntityByName, I don't see
  anything. The returned object from CreateEntityByName is NOT null. I
  called Spawn() and Activate() on the object, but to no avail. I can
  set it's position and such. But I dont see it!

  Is there a better way to instantiate stuff you can stand on in the
  world? If not, how do I solve this problem above?

  Thanks,
  Aditya

  --
  http://www.pixelfaction.com
  AIM:ApeWithABrain



 ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders



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 please visit:
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Re: [hlcoders] Adding a new user command

2008-04-02 Thread Tom Edwards
The problem with both of those options is that I can't send the 
inventory slot to work on with them, and for the same reason neither can 
I check on the client whether the command should be sent in the first place.

con_command_f is good enough for testing with (so thanks!), but I really 
need to modify the usercmd.

Tony omega Sergi wrote:
 You could also simply just use an impulse - and add an entry into the
 impulse switch statement (or add a custom one that gets checked first, and
 then falls through to cbaseplayer)

 And for filtering a command to a specific player - if it's not just a
 command through the player, or rules;  (ie: CON_COMMAND(blah..) )
 CON_COMMAND_F( useitem, use an inventory item, 0 )
 {
 CModPlayer *pPlayer = ToModPlayer( UTIL_GetCommandClient() );
 if ( pPlayer )
 {
 //check args here for what item it is and voila.
 }
 }

 -Tony
 On Tue, Apr 1, 2008 at 3:16 PM, Tom Edwards [EMAIL PROTECTED]
 wrote:

   
 I'm adding a command to use an inventory item. The button won't ever
 need to be held down.

 By actual command triggered from a bind, I take it you mean a server
 concommand? How do I filter that to only the command-ing player?


 Jeremy wrote:
 
 Generally you shouldn't need to add new stuff to the user command.
   
 Depends
 
 what you're trying to send. There are other ways that are better for
   
 most
 
 cases, such as actual commands triggered from binds and such.

 On Tue, Apr 1, 2008 at 11:30 AM, Tony omega Sergi [EMAIL PROTECTED]
 wrote:


   
 Just stuff the data in in_main.cpp wheRE usercmd gets copied over. i'm
 on my cell so no code infront of me to tell you the exact function lol

 On 4/1/08, Tom Edwards [EMAIL PROTECTED] wrote:

 
 I've worked out that user commands are transmitted with CUserCmd and
 processed on the server with CPlayerMove, but how to access CUserCmd
   
 on
 
 the client and pass it values is beyond me. Can anyone advise?


 
   
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Aditya Gaddam
It's funny you say that Tom E. I was just doing more testing and
noticed the models are instances of the same entity, not copies lol.
So if I shoot at one, the bullet hole shows up on all the copies!

Need to figure out a way to somehow make a copy of the entity instead
of just setting the modelname to the same model.

Thanks for the insight Tom L. Shall keep you guys updated if I find
something, it'd be great if you could continue to throw some ideas
around :)

On Wed, Apr 2, 2008 at 4:44 AM, Tom Edwards [EMAIL PROTECTED] wrote:
 I am quite surprised. :-p Is it truly dynamic, or is it limited to the
  number of hidden brushes you compile into the map?


   When you say Without Physics do you mean that everything will just
   walk through it?
  
  Either that, or the physics collision box will stay the original size.
  There must be a way of getting around that though: the simulator accepts
  any size of collision model on entity spawn, so surely if you destroyed
  the old model and created a new one the correct size it'd work?



  Aditya Gaddam wrote:
   Right on Tony P.! The tutorial had a SetModel so I assumed it was
   taken care of. But when I printed it out it was null. Changing it to
   the model of a brush entity in the map worked!
  
   While I am in this thread, Is there any way to change the scale of the
   entity? Preferably different scale multipliers in different axis. I am
   looking in the BaseEntity class and most of it is for physics related
   stuff. Nothing to scale the visual model.
  
   Thanks,
   Aditya
  
   On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:
  
   Are you setting the copy's model? Get the model of the thing you are 
 copying
and set it as the model of the copy. Brush entities should have a model 
 like
*23 or any other number.
  
  
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
Sent: Tuesday, April 01, 2008 2:08 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Spawning instances of a brush made in a map? 
 Possible?
  
Hi,
  
I am trying to make copies/instances of this panel I made in hammer in
my map. I followed
http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
gave the panel the class specified in the tutorial and then used the
code in my mod. I was able to push the block around like the code
says. However, if I create more using CreateEntityByName, I don't see
anything. The returned object from CreateEntityByName is NOT null. I
called Spawn() and Activate() on the object, but to no avail. I can
set it's position and such. But I dont see it!
  
Is there a better way to instantiate stuff you can stand on in the
world? If not, how do I solve this problem above?
  
Thanks,
Aditya
  
--
http://www.pixelfaction.com
AIM:ApeWithABrain
  
  
  
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please visit:
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AIM:ApeWithABrain

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Re: [hlcoders] Adding a new user command

2008-04-02 Thread Tony omega Sergi
and why can't you pass the slot with a command?

engine-ClientCmd( VarArgs(useitem %i, slot) );

now in the command on the server, int slot = atoi(args[1]);


On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards [EMAIL PROTECTED]
wrote:

 The problem with both of those options is that I can't send the
 inventory slot to work on with them, and for the same reason neither can
 I check on the client whether the command should be sent in the first
 place.

 con_command_f is good enough for testing with (so thanks!), but I really
 need to modify the usercmd.

 Tony omega Sergi wrote:
  You could also simply just use an impulse - and add an entry into the
  impulse switch statement (or add a custom one that gets checked first,
 and
  then falls through to cbaseplayer)
 
  And for filtering a command to a specific player - if it's not just a
  command through the player, or rules;  (ie: CON_COMMAND(blah..) )
  CON_COMMAND_F( useitem, use an inventory item, 0 )
  {
  CModPlayer *pPlayer = ToModPlayer( UTIL_GetCommandClient() );
  if ( pPlayer )
  {
  //check args here for what item it is and voila.
  }
  }
 
  -Tony
  On Tue, Apr 1, 2008 at 3:16 PM, Tom Edwards [EMAIL PROTECTED]
  wrote:
 
 
  I'm adding a command to use an inventory item. The button won't ever
  need to be held down.
 
  By actual command triggered from a bind, I take it you mean a server
  concommand? How do I filter that to only the command-ing player?
 
 
  Jeremy wrote:
 
  Generally you shouldn't need to add new stuff to the user command.
 
  Depends
 
  what you're trying to send. There are other ways that are better for
 
  most
 
  cases, such as actual commands triggered from binds and such.
 
  On Tue, Apr 1, 2008 at 11:30 AM, Tony omega Sergi [EMAIL PROTECTED]
 
  wrote:
 
 
 
  Just stuff the data in in_main.cpp wheRE usercmd gets copied over.
 i'm
  on my cell so no code infront of me to tell you the exact function
 lol
 
  On 4/1/08, Tom Edwards [EMAIL PROTECTED] wrote:
 
 
  I've worked out that user commands are transmitted with CUserCmd and
  processed on the server with CPlayerMove, but how to access CUserCmd
 
  on
 
  the client and pass it values is beyond me. Can anyone advise?
 
 
  
 
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Aditya Gaddam
I think source just makes the model on the fly for the brush entity. I
might have to give up and use an .mdl file...

On Wed, Apr 2, 2008 at 6:01 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
 It's funny you say that Tom E. I was just doing more testing and
  noticed the models are instances of the same entity, not copies lol.
  So if I shoot at one, the bullet hole shows up on all the copies!

  Need to figure out a way to somehow make a copy of the entity instead
  of just setting the modelname to the same model.

  Thanks for the insight Tom L. Shall keep you guys updated if I find
  something, it'd be great if you could continue to throw some ideas
  around :)



  On Wed, Apr 2, 2008 at 4:44 AM, Tom Edwards [EMAIL PROTECTED] wrote:
   I am quite surprised. :-p Is it truly dynamic, or is it limited to the
number of hidden brushes you compile into the map?
  
  
 When you say Without Physics do you mean that everything will just
 walk through it?

Either that, or the physics collision box will stay the original size.
There must be a way of getting around that though: the simulator accepts
any size of collision model on entity spawn, so surely if you destroyed
the old model and created a new one the correct size it'd work?
  
  
  
Aditya Gaddam wrote:
 Right on Tony P.! The tutorial had a SetModel so I assumed it was
 taken care of. But when I printed it out it was null. Changing it to
 the model of a brush entity in the map worked!

 While I am in this thread, Is there any way to change the scale of the
 entity? Preferably different scale multipliers in different axis. I am
 looking in the BaseEntity class and most of it is for physics related
 stuff. Nothing to scale the visual model.

 Thanks,
 Aditya

 On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:

 Are you setting the copy's model? Get the model of the thing you are 
 copying
  and set it as the model of the copy. Brush entities should have a 
 model like
  *23 or any other number.



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
  Sent: Tuesday, April 01, 2008 2:08 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Spawning instances of a brush made in a map? 
 Possible?

  Hi,

  I am trying to make copies/instances of this panel I made in hammer in
  my map. I followed
  http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
  gave the panel the class specified in the tutorial and then used the
  code in my mod. I was able to push the block around like the code
  says. However, if I create more using CreateEntityByName, I don't see
  anything. The returned object from CreateEntityByName is NOT null. I
  called Spawn() and Activate() on the object, but to no avail. I can
  set it's position and such. But I dont see it!

  Is there a better way to instantiate stuff you can stand on in the
  world? If not, how do I solve this problem above?

  Thanks,
  Aditya

  --
  http://www.pixelfaction.com
  AIM:ApeWithABrain



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  please visit:
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Tom Leighton
Have you tried making a new CToggleEntity? (Whatever the brush ones have 
to be), via CreateEntityByName, and then copied the old entity to the 
new via memcpy?

Aditya Gaddam wrote:
 I think source just makes the model on the fly for the brush entity. I
 might have to give up and use an .mdl file...

 On Wed, Apr 2, 2008 at 6:01 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
   
 It's funny you say that Tom E. I was just doing more testing and
  noticed the models are instances of the same entity, not copies lol.
  So if I shoot at one, the bullet hole shows up on all the copies!

  Need to figure out a way to somehow make a copy of the entity instead
  of just setting the modelname to the same model.

  Thanks for the insight Tom L. Shall keep you guys updated if I find
  something, it'd be great if you could continue to throw some ideas
  around :)



  On Wed, Apr 2, 2008 at 4:44 AM, Tom Edwards [EMAIL PROTECTED] wrote:
   I am quite surprised. :-p Is it truly dynamic, or is it limited to the
number of hidden brushes you compile into the map?
  
  
 When you say Without Physics do you mean that everything will just
 walk through it?

Either that, or the physics collision box will stay the original size.
There must be a way of getting around that though: the simulator accepts
any size of collision model on entity spawn, so surely if you destroyed
the old model and created a new one the correct size it'd work?
  
  
  
Aditya Gaddam wrote:
 Right on Tony P.! The tutorial had a SetModel so I assumed it was
 taken care of. But when I printed it out it was null. Changing it to
 the model of a brush entity in the map worked!

 While I am in this thread, Is there any way to change the scale of the
 entity? Preferably different scale multipliers in different axis. I am
 looking in the BaseEntity class and most of it is for physics related
 stuff. Nothing to scale the visual model.

 Thanks,
 Aditya

 On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:

 Are you setting the copy's model? Get the model of the thing you are 
 copying
  and set it as the model of the copy. Brush entities should have a 
 model like
  *23 or any other number.



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
  Sent: Tuesday, April 01, 2008 2:08 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Spawning instances of a brush made in a map? 
 Possible?

  Hi,

  I am trying to make copies/instances of this panel I made in hammer 
 in
  my map. I followed
  http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
  gave the panel the class specified in the tutorial and then used the
  code in my mod. I was able to push the block around like the code
  says. However, if I create more using CreateEntityByName, I don't see
  anything. The returned object from CreateEntityByName is NOT null. I
  called Spawn() and Activate() on the object, but to no avail. I can
  set it's position and such. But I dont see it!

  Is there a better way to instantiate stuff you can stand on in the
  world? If not, how do I solve this problem above?

  Thanks,
  Aditya

  --
  http://www.pixelfaction.com
  AIM:ApeWithABrain



 ___
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 archives,
  please visit:
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Garry Newman
This is one way to do it. Although the best way is to edit the bone
matrices so it's bigger. I can't remember the exact function but if
you really want it I'll get it.

I think you could technically increase the size of the physics, by
building a new physics object. But I don't know how fast this would
be.

garry

On Wed, Apr 2, 2008 at 8:36 AM, Tom Leighton
[EMAIL PROTECTED] wrote:
 Scaling (Without physics) is done by moving the camera in/out from the
  model (At least this was the jist i got from Facepunch Forums on a prop
  enlarger/shrinker).

  With physics cannot be done.



  Aditya Gaddam wrote:
   P.S. I had to load the brush entity into a CBaseTrigger like it says
   in the tutorial.
  
   On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
  
   Right on Tony P.! The tutorial had a SetModel so I assumed it was
taken care of. But when I printed it out it was null. Changing it to
the model of a brush entity in the map worked!
  
While I am in this thread, Is there any way to change the scale of the
entity? Preferably different scale multipliers in different axis. I am
looking in the BaseEntity class and most of it is for physics related
stuff. Nothing to scale the visual model.
  
Thanks,
Aditya
  
  
  
On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:
 Are you setting the copy's model? Get the model of the thing you are 
 copying
  and set it as the model of the copy. Brush entities should have a 
 model like
  *23 or any other number.



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
  Sent: Tuesday, April 01, 2008 2:08 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Spawning instances of a brush made in a map? 
 Possible?

  Hi,

  I am trying to make copies/instances of this panel I made in hammer in
  my map. I followed
  http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
  gave the panel the class specified in the tutorial and then used the
  code in my mod. I was able to push the block around like the code
  says. However, if I create more using CreateEntityByName, I don't see
  anything. The returned object from CreateEntityByName is NOT null. I
  called Spawn() and Activate() on the object, but to no avail. I can
  set it's position and such. But I dont see it!

  Is there a better way to instantiate stuff you can stand on in the
  world? If not, how do I solve this problem above?

  Thanks,
  Aditya

  --
  http://www.pixelfaction.com
  AIM:ApeWithABrain



 ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders



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 archives, please visit:
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--
http://www.pixelfaction.com
AIM:ApeWithABrain
  
  
  
  
  
  


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 please visit:
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Re: [hlcoders] Adding a new user command

2008-04-02 Thread Jamie Femia
I use the ClientCmd method for many of my systems, including inventory, and
it works perfectly.

On Wed, Apr 2, 2008 at 11:11 AM, Tony omega Sergi [EMAIL PROTECTED]
wrote:

 and why can't you pass the slot with a command?

 engine-ClientCmd( VarArgs(useitem %i, slot) );

 now in the command on the server, int slot = atoi(args[1]);


 On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards [EMAIL PROTECTED]
 wrote:

  The problem with both of those options is that I can't send the
  inventory slot to work on with them, and for the same reason neither can
  I check on the client whether the command should be sent in the first
  place.
 
  con_command_f is good enough for testing with (so thanks!), but I really
  need to modify the usercmd.
 
  Tony omega Sergi wrote:
   You could also simply just use an impulse - and add an entry into the
   impulse switch statement (or add a custom one that gets checked first,
  and
   then falls through to cbaseplayer)
  
   And for filtering a command to a specific player - if it's not just a
   command through the player, or rules;  (ie: CON_COMMAND(blah..) )
   CON_COMMAND_F( useitem, use an inventory item, 0 )
   {
   CModPlayer *pPlayer = ToModPlayer( UTIL_GetCommandClient() );
   if ( pPlayer )
   {
   //check args here for what item it is and voila.
   }
   }
  
   -Tony
   On Tue, Apr 1, 2008 at 3:16 PM, Tom Edwards [EMAIL PROTECTED]
   wrote:
  
  
   I'm adding a command to use an inventory item. The button won't ever
   need to be held down.
  
   By actual command triggered from a bind, I take it you mean a server
   concommand? How do I filter that to only the command-ing player?
  
  
   Jeremy wrote:
  
   Generally you shouldn't need to add new stuff to the user command.
  
   Depends
  
   what you're trying to send. There are other ways that are better for
  
   most
  
   cases, such as actual commands triggered from binds and such.
  
   On Tue, Apr 1, 2008 at 11:30 AM, Tony omega Sergi 
 [EMAIL PROTECTED]
  
   wrote:
  
  
  
   Just stuff the data in in_main.cpp wheRE usercmd gets copied over.
  i'm
   on my cell so no code infront of me to tell you the exact function
  lol
  
   On 4/1/08, Tom Edwards [EMAIL PROTECTED] wrote:
  
  
   I've worked out that user commands are transmitted with CUserCmd
 and
   processed on the server with CPlayerMove, but how to access
 CUserCmd
  
   on
  
   the client and pass it values is beyond me. Can anyone advise?
  
  
   
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
 
 
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Nick
How did you::

Changing it to the model of a brush entity in the map worked!

SetModel(?);???




On Wed, Apr 2, 2008 at 1:45 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
 Right on Tony P.! The tutorial had a SetModel so I assumed it was
  taken care of. But when I printed it out it was null. Changing it to
  the model of a brush entity in the map worked!

  While I am in this thread, Is there any way to change the scale of the
  entity? Preferably different scale multipliers in different axis. I am
  looking in the BaseEntity class and most of it is for physics related
  stuff. Nothing to scale the visual model.

  Thanks,
  Aditya



  On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED] wrote:
   Are you setting the copy's model? Get the model of the thing you are 
 copying
and set it as the model of the copy. Brush entities should have a model 
 like
*23 or any other number.
  
  
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
Sent: Tuesday, April 01, 2008 2:08 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Spawning instances of a brush made in a map? Possible?
  
Hi,
  
I am trying to make copies/instances of this panel I made in hammer in
my map. I followed
http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
gave the panel the class specified in the tutorial and then used the
code in my mod. I was able to push the block around like the code
says. However, if I create more using CreateEntityByName, I don't see
anything. The returned object from CreateEntityByName is NOT null. I
called Spawn() and Activate() on the object, but to no avail. I can
set it's position and such. But I dont see it!
  
Is there a better way to instantiate stuff you can stand on in the
world? If not, how do I solve this problem above?
  
Thanks,
Aditya
  
--
http://www.pixelfaction.com
AIM:ApeWithABrain
  
  
  
   ___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
  
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To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Ryan Sheffer
Probably get model index on a brush based ent, set model index on other ent.

On Wed, Apr 2, 2008 at 9:32 AM, Nick [EMAIL PROTECTED] wrote:

 How did you::

 Changing it to the model of a brush entity in the map worked!

 SetModel(?);???




 On Wed, Apr 2, 2008 at 1:45 AM, Aditya Gaddam [EMAIL PROTECTED]
 wrote:
  Right on Tony P.! The tutorial had a SetModel so I assumed it was
   taken care of. But when I printed it out it was null. Changing it to
   the model of a brush entity in the map worked!
 
   While I am in this thread, Is there any way to change the scale of the
   entity? Preferably different scale multipliers in different axis. I am
   looking in the BaseEntity class and most of it is for physics related
   stuff. Nothing to scale the visual model.
 
   Thanks,
   Aditya
 
 
 
   On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED]
 wrote:
Are you setting the copy's model? Get the model of the thing you are
 copying
 and set it as the model of the copy. Brush entities should have a
 model like
 *23 or any other number.
   
   
   
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Aditya
 Gaddam
 Sent: Tuesday, April 01, 2008 2:08 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Spawning instances of a brush made in a map?
 Possible?
   
 Hi,
   
 I am trying to make copies/instances of this panel I made in hammer
 in
 my map. I followed
 http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
 gave the panel the class specified in the tutorial and then used the
 code in my mod. I was able to push the block around like the code
 says. However, if I create more using CreateEntityByName, I don't
 see
 anything. The returned object from CreateEntityByName is NOT null. I
 called Spawn() and Activate() on the object, but to no avail. I can
 set it's position and such. But I dont see it!
   
 Is there a better way to instantiate stuff you can stand on in the
 world? If not, how do I solve this problem above?
   
 Thanks,
 Aditya
   
 --
 http://www.pixelfaction.com
 AIM:ApeWithABrain
   
   
   
___
 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
   
   
 
 
 
   --
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   AIM:ApeWithABrain
 
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 please visit:
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Re: [hlcoders] Adding a new user command

2008-04-02 Thread Tom Edwards
Another phantom e-mail (Tony's) that I never received. :-s Where do they go?

I've worked out how to add to the UserCmd now, so I'll stick with that 
as it's less traffic. The only oddity is that I have keep the sending 
the data over until I've had confirmation that the slot has been cleared 
serverside, else for some reason the command doesn't always get through. 
I end up sending the slot integer in around ten usercmds - many more if 
I use fakelag.

Perhaps one possible cause is that the function I'm using, CreateMove(), 
is called more often than usercmds are sent?

Jamie Femia wrote:
 I use the ClientCmd method for many of my systems, including inventory, and
 it works perfectly.

 On Wed, Apr 2, 2008 at 11:11 AM, Tony omega Sergi [EMAIL PROTECTED]
 wrote:

   
 and why can't you pass the slot with a command?

 engine-ClientCmd( VarArgs(useitem %i, slot) );

 now in the command on the server, int slot = atoi(args[1]);


 On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards [EMAIL PROTECTED]
 wrote:

 
 The problem with both of those options is that I can't send the
 inventory slot to work on with them, and for the same reason neither can
 I check on the client whether the command should be sent in the first
 place.

 con_command_f is good enough for testing with (so thanks!), but I really
 need to modify the usercmd.

 Tony omega Sergi wrote:
   
 You could also simply just use an impulse - and add an entry into the
 impulse switch statement (or add a custom one that gets checked first,
 
 and
   
 then falls through to cbaseplayer)

 And for filtering a command to a specific player - if it's not just a
 command through the player, or rules;  (ie: CON_COMMAND(blah..) )
 CON_COMMAND_F( useitem, use an inventory item, 0 )
 {
 CModPlayer *pPlayer = ToModPlayer( UTIL_GetCommandClient() );
 if ( pPlayer )
 {
 //check args here for what item it is and voila.
 }
 }

 -Tony
 On Tue, Apr 1, 2008 at 3:16 PM, Tom Edwards [EMAIL PROTECTED]
 wrote:


 
 I'm adding a command to use an inventory item. The button won't ever
 need to be held down.

 By actual command triggered from a bind, I take it you mean a server
 concommand? How do I filter that to only the command-ing player?


 Jeremy wrote:

   
 Generally you shouldn't need to add new stuff to the user command.

 
 Depends

   
 what you're trying to send. There are other ways that are better for

 
 most

   
 cases, such as actual commands triggered from binds and such.

 On Tue, Apr 1, 2008 at 11:30 AM, Tony omega Sergi 
 
 [EMAIL PROTECTED]
 
 wrote:



 
 Just stuff the data in in_main.cpp wheRE usercmd gets copied over.
   
 i'm
   
 on my cell so no code infront of me to tell you the exact function
   
 lol
   
 On 4/1/08, Tom Edwards [EMAIL PROTECTED] wrote:


   
 I've worked out that user commands are transmitted with CUserCmd
 
 and
 
 processed on the server with CPlayerMove, but how to access
 
 CUserCmd
 
 on

   
 the client and pass it values is beyond me. Can anyone advise?


 

 
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 please visit:
   
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 
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Re: [hlcoders] Adding a new user command

2008-04-02 Thread Tony omega Sergi
maybe you hates me ;(
-Tony


On Wed, Apr 2, 2008 at 2:32 PM, Tom Edwards [EMAIL PROTECTED]
wrote:

 Another phantom e-mail (Tony's) that I never received. :-s Where do they
 go?

 I've worked out how to add to the UserCmd now, so I'll stick with that
 as it's less traffic. The only oddity is that I have keep the sending
 the data over until I've had confirmation that the slot has been cleared
 serverside, else for some reason the command doesn't always get through.
 I end up sending the slot integer in around ten usercmds - many more if
 I use fakelag.

 Perhaps one possible cause is that the function I'm using, CreateMove(),
 is called more often than usercmds are sent?

 Jamie Femia wrote:
  I use the ClientCmd method for many of my systems, including inventory,
 and
  it works perfectly.
 
  On Wed, Apr 2, 2008 at 11:11 AM, Tony omega Sergi [EMAIL PROTECTED]
  wrote:
 
 
  and why can't you pass the slot with a command?
 
  engine-ClientCmd( VarArgs(useitem %i, slot) );
 
  now in the command on the server, int slot = atoi(args[1]);
 
 
  On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards [EMAIL PROTECTED]
  wrote:
 

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[hlcoders] A number of vehicle irregularities

2008-04-02 Thread Walter Gray
Hi all,
I'm new to the list, but I've got a couple of questions that don't seem to
be answered anywhere in the archives or on the wiki.

I've been trying to do some vehicle script modifications to the buggy in the
episode 1 engine.  However, in the course of mucking about with the various
scripting values, I have run across a some odd behavior, and I wanted to
know if anyone knew anything about them.  I tried to dig through the source
code and find the actual hookups, but the furthest I could get was
IVPhysicsKeyParser before I was brick-walled by externs and virtual
functions.

#1: A number of values don't actually to do anything, or at least don't
appear to.  These values include autotransmission, any gear listed after
the first one, shiftuprpm, shiftdownrpm, degrees, most of the values
in the steering block, and stabilizerConstant in the suspension block.
It doesn't cause crashes, but it does obfuscate things significantly and It
would be nice to know which values I can safely remove in their entirety.

#2: If the max speed and horsepower values are raised to around 85 and 850
respectively and the user hits the breaks while moving quickly, the car will
do a barrel-roll instead of simply stopping.  The roll will be in the last
direction the user steered. This is somewhat intermittent, and only seems to
happen if the car is moving in a straight line when it breaks.

#3: Using the torquefactor values in the axle blocks, it is possible to
shift which axle is delivering power.  If you set the front torquefactor
low and the rear torquevalue high to simulate a rear-wheel drive, the car
will become unable to drive in a straight line and start swinging wildly out
of control.

Do any of you know how to solve these issues or know a place I could look
for more information? The wiki's section on vehicle scripts is sadly
lacking.
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Re: [hlcoders] A number of vehicle irregularities

2008-04-02 Thread Tony omega Sergi
A number of those things you mention are handled in the vehicle controller
itself, and not in mod accessible code.


On Wed, Apr 2, 2008 at 7:15 PM, Walter Gray [EMAIL PROTECTED] wrote:

 Hi all,
 I'm new to the list, but I've got a couple of questions that don't seem to
 be answered anywhere in the archives or on the wiki.

 I've been trying to do some vehicle script modifications to the buggy in
 the
 episode 1 engine.  However, in the course of mucking about with the
 various
 scripting values, I have run across a some odd behavior, and I wanted to
 know if anyone knew anything about them.  I tried to dig through the
 source
 code and find the actual hookups, but the furthest I could get was
 IVPhysicsKeyParser before I was brick-walled by externs and virtual
 functions.

 #1: A number of values don't actually to do anything, or at least don't
 appear to.  These values include autotransmission, any gear listed after
 the first one, shiftuprpm, shiftdownrpm, degrees, most of the values
 in the steering block, and stabilizerConstant in the suspension block.
 It doesn't cause crashes, but it does obfuscate things significantly and
 It
 would be nice to know which values I can safely remove in their entirety.

 #2: If the max speed and horsepower values are raised to around 85 and 850
 respectively and the user hits the breaks while moving quickly, the car
 will
 do a barrel-roll instead of simply stopping.  The roll will be in the last
 direction the user steered. This is somewhat intermittent, and only seems
 to
 happen if the car is moving in a straight line when it breaks.

 #3: Using the torquefactor values in the axle blocks, it is possible
 to
 shift which axle is delivering power.  If you set the front torquefactor
 low and the rear torquevalue high to simulate a rear-wheel drive, the
 car
 will become unable to drive in a straight line and start swinging wildly
 out
 of control.

 Do any of you know how to solve these issues or know a place I could look
 for more information? The wiki's section on vehicle scripts is sadly
 lacking.
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Re: [hlcoders] A number of vehicle irregularities

2008-04-02 Thread Nick
There is a reason that Valve retail games do not include multiplayer vehicles.

That is because Valve cannot make good ones :*(

On Wed, Apr 2, 2008 at 6:28 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
 A number of those things you mention are handled in the vehicle controller
  itself, and not in mod accessible code.




  On Wed, Apr 2, 2008 at 7:15 PM, Walter Gray [EMAIL PROTECTED] wrote:

   Hi all,
   I'm new to the list, but I've got a couple of questions that don't seem to
   be answered anywhere in the archives or on the wiki.
  
   I've been trying to do some vehicle script modifications to the buggy in
   the
   episode 1 engine.  However, in the course of mucking about with the
   various
   scripting values, I have run across a some odd behavior, and I wanted to
   know if anyone knew anything about them.  I tried to dig through the
   source
   code and find the actual hookups, but the furthest I could get was
   IVPhysicsKeyParser before I was brick-walled by externs and virtual
   functions.
  
   #1: A number of values don't actually to do anything, or at least don't
   appear to.  These values include autotransmission, any gear listed after
   the first one, shiftuprpm, shiftdownrpm, degrees, most of the values
   in the steering block, and stabilizerConstant in the suspension block.
   It doesn't cause crashes, but it does obfuscate things significantly and
   It
   would be nice to know which values I can safely remove in their entirety.
  
   #2: If the max speed and horsepower values are raised to around 85 and 850
   respectively and the user hits the breaks while moving quickly, the car
   will
   do a barrel-roll instead of simply stopping.  The roll will be in the last
   direction the user steered. This is somewhat intermittent, and only seems
   to
   happen if the car is moving in a straight line when it breaks.
  
   #3: Using the torquefactor values in the axle blocks, it is possible
   to
   shift which axle is delivering power.  If you set the front torquefactor
   low and the rear torquevalue high to simulate a rear-wheel drive, the
   car
   will become unable to drive in a straight line and start swinging wildly
   out
   of control.
  
   Do any of you know how to solve these issues or know a place I could look
   for more information? The wiki's section on vehicle scripts is sadly
   lacking.
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   please visit:
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Re: [hlcoders] A number of vehicle irregularities

2008-04-02 Thread Tony omega Sergi
It's not that we can't make good ones, it's that there's not been a game
that had them in design goal ;)


On Wed, Apr 2, 2008 at 9:31 PM, Nick [EMAIL PROTECTED] wrote:

 There is a reason that Valve retail games do not include multiplayer
 vehicles.

 That is because Valve cannot make good ones :*(

 On Wed, Apr 2, 2008 at 6:28 PM, Tony omega Sergi [EMAIL PROTECTED]
 wrote:
  A number of those things you mention are handled in the vehicle
 controller
   itself, and not in mod accessible code.
 
 
 
 
   On Wed, Apr 2, 2008 at 7:15 PM, Walter Gray [EMAIL PROTECTED]
 wrote:
 
Hi all,
I'm new to the list, but I've got a couple of questions that don't
 seem to
be answered anywhere in the archives or on the wiki.
   
I've been trying to do some vehicle script modifications to the buggy
 in
the
episode 1 engine.  However, in the course of mucking about with the
various
scripting values, I have run across a some odd behavior, and I wanted
 to
know if anyone knew anything about them.  I tried to dig through the
source
code and find the actual hookups, but the furthest I could get was
IVPhysicsKeyParser before I was brick-walled by externs and virtual
functions.
   
#1: A number of values don't actually to do anything, or at least
 don't
appear to.  These values include autotransmission, any gear listed
 after
the first one, shiftuprpm, shiftdownrpm, degrees, most of the
 values
in the steering block, and stabilizerConstant in the suspension
 block.
It doesn't cause crashes, but it does obfuscate things significantly
 and
It
would be nice to know which values I can safely remove in their
 entirety.
   
#2: If the max speed and horsepower values are raised to around 85
 and 850
respectively and the user hits the breaks while moving quickly, the
 car
will
do a barrel-roll instead of simply stopping.  The roll will be in the
 last
direction the user steered. This is somewhat intermittent, and only
 seems
to
happen if the car is moving in a straight line when it breaks.
   
#3: Using the torquefactor values in the axle blocks, it is
 possible
to
shift which axle is delivering power.  If you set the front
 torquefactor
low and the rear torquevalue high to simulate a rear-wheel drive,
 the
car
will become unable to drive in a straight line and start swinging
 wildly
out
of control.
   
Do any of you know how to solve these issues or know a place I could
 look
for more information? The wiki's section on vehicle scripts is sadly
lacking.
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 archives,
please visit:
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[hlcoders] Unconstraining the Camera

2008-04-02 Thread Torben Schou
Hello

I need to be able to achieve unusual camera angles,
such as looking up and off to left. Does anyone know
how to modify the engine to stop it constraining the
possible camera angles? I've played around with it for
a bit without much luck.

The reason I'm wishing to achieve this is because I'm
porting Source to setup that has two screens at a
right angle to each other. Consequently, to make the
image appear correctly, for instance when the player
is staring along the horizon, the left side is offset
by 45 degree in the yaw and the right -45. I'm now
wanting to achieve something similar for when the
player is staring directly up i.e. offset the roll 45
degrees for the left side and -45 for the right.

Any help would be really appreciated
- Torb


  Get the name you always wanted with the new y7mail email address.
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Aditya Gaddam
Nick:
Ryan got it basically. I used SetModel. I made a brush in the map and
tied it to an entity with some name I knew (dummy_panel in my case)
and then I just did a gEntList.FindEntityByName to find the panel,
used its GetModelName to get the modelname and then used SetModel on
the new panel I created using CreateEntityByName.

Garry:
What do bone matrices do if its just a simple brush entity? Its a
128x128x16 box.

Tom L:
memcpy sounds scary, but hell I'll try it. I dunno if the CBaseTrigger
object stores models as pointers or the actual structure...

On Wed, Apr 2, 2008 at 1:49 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
 Probably get model index on a brush based ent, set model index on other ent.



  On Wed, Apr 2, 2008 at 9:32 AM, Nick [EMAIL PROTECTED] wrote:

   How did you::
  
   Changing it to the model of a brush entity in the map worked!
  
   SetModel(?);???
  
  
  
  
   On Wed, Apr 2, 2008 at 1:45 AM, Aditya Gaddam [EMAIL PROTECTED]
   wrote:
Right on Tony P.! The tutorial had a SetModel so I assumed it was
 taken care of. But when I printed it out it was null. Changing it to
 the model of a brush entity in the map worked!
   
 While I am in this thread, Is there any way to change the scale of the
 entity? Preferably different scale multipliers in different axis. I am
 looking in the BaseEntity class and most of it is for physics related
 stuff. Nothing to scale the visual model.
   
 Thanks,
 Aditya
   
   
   
 On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED]
   wrote:
  Are you setting the copy's model? Get the model of the thing you are
   copying
   and set it as the model of the copy. Brush entities should have a
   model like
   *23 or any other number.
 
 
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Aditya
   Gaddam
   Sent: Tuesday, April 01, 2008 2:08 PM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] Spawning instances of a brush made in a map?
   Possible?
 
   Hi,
 
   I am trying to make copies/instances of this panel I made in hammer
   in
   my map. I followed
   http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
   gave the panel the class specified in the tutorial and then used the
   code in my mod. I was able to push the block around like the code
   says. However, if I create more using CreateEntityByName, I don't
   see
   anything. The returned object from CreateEntityByName is NOT null. I
   called Spawn() and Activate() on the object, but to no avail. I can
   set it's position and such. But I dont see it!
 
   Is there a better way to instantiate stuff you can stand on in the
   world? If not, how do I solve this problem above?
 
   Thanks,
   Aditya
 
   --
   http://www.pixelfaction.com
   AIM:ApeWithABrain
 
 
 
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   archives,
   please visit:
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   archives, please visit:
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 --
 http://www.pixelfaction.com
 AIM:ApeWithABrain
   
 ___
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Tom Leighton
I don't usally delve this far into the SDK, but if it is stored as a 
pointer rather than a copy of the data memcpy the model to a new 
structure :P



Aditya Gaddam wrote:
 Nick:
 Ryan got it basically. I used SetModel. I made a brush in the map and
 tied it to an entity with some name I knew (dummy_panel in my case)
 and then I just did a gEntList.FindEntityByName to find the panel,
 used its GetModelName to get the modelname and then used SetModel on
 the new panel I created using CreateEntityByName.

 Garry:
 What do bone matrices do if its just a simple brush entity? Its a
 128x128x16 box.

 Tom L:
 memcpy sounds scary, but hell I'll try it. I dunno if the CBaseTrigger
 object stores models as pointers or the actual structure...

 On Wed, Apr 2, 2008 at 1:49 PM, Ryan Sheffer [EMAIL PROTECTED] wrote:
   
 Probably get model index on a brush based ent, set model index on other ent.



  On Wed, Apr 2, 2008 at 9:32 AM, Nick [EMAIL PROTECTED] wrote:

   How did you::
  
   Changing it to the model of a brush entity in the map worked!
  
   SetModel(?);???
  
  
  
  
   On Wed, Apr 2, 2008 at 1:45 AM, Aditya Gaddam [EMAIL PROTECTED]
   wrote:
Right on Tony P.! The tutorial had a SetModel so I assumed it was
 taken care of. But when I printed it out it was null. Changing it to
 the model of a brush entity in the map worked!
   
 While I am in this thread, Is there any way to change the scale of the
 entity? Preferably different scale multipliers in different axis. I am
 looking in the BaseEntity class and most of it is for physics related
 stuff. Nothing to scale the visual model.
   
 Thanks,
 Aditya
   
   
   
 On Tue, Apr 1, 2008 at 6:14 PM, Tony Paloma [EMAIL PROTECTED]
   wrote:
  Are you setting the copy's model? Get the model of the thing you are
   copying
   and set it as the model of the copy. Brush entities should have a
   model like
   *23 or any other number.
 
 
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Aditya
   Gaddam
   Sent: Tuesday, April 01, 2008 2:08 PM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] Spawning instances of a brush made in a map?
   Possible?
 
   Hi,
 
   I am trying to make copies/instances of this panel I made in hammer
   in
   my map. I followed
   http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
   gave the panel the class specified in the tutorial and then used the
   code in my mod. I was able to push the block around like the code
   says. However, if I create more using CreateEntityByName, I don't
   see
   anything. The returned object from CreateEntityByName is NOT null. I
   called Spawn() and Activate() on the object, but to no avail. I can
   set it's position and such. But I dont see it!
 
   Is there a better way to instantiate stuff you can stand on in the
   world? If not, how do I solve this problem above?
 
   Thanks,
   Aditya
 
   --
   http://www.pixelfaction.com
   AIM:ApeWithABrain
 
 
 
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   archives,
   please visit:
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   archives, please visit:
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 --
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 AIM:ApeWithABrain
   
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