Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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: 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 -- http://www.pixelfaction.com AIM:ApeWithABrain -- 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
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 ___ 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 -- http://www.pixelfaction.com AIM:ApeWithABrain -- 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 -- ~Ryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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: 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 -- 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
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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: 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 -- 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 -- 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
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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: 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 -- 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
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 ___ 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] Adding a new user command
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 ___ 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 -- 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
Re: [hlcoders] Adding a new user command
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 ___ 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 -- http://www.pixelfaction.com AIM:ApeWithABrain -- 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
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 ___ 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 -- 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
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 ___ 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 -- 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
Re: [hlcoders] Adding a new user command
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ 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] Spawning instances of a brush made in a map? Possible?
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 -- 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
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 -- 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 -- ~Ryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding a new user command
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? ___ 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 -- -omega ___ 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] Adding a new user command
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: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] A number of vehicle irregularities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A number of vehicle irregularities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A number of vehicle irregularities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ 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] A number of vehicle irregularities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ 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 -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Unconstraining the Camera
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. www.yahoo7.com.au/y7mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 ___ 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 -- 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 -- ~Ryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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
Re: [hlcoders] Spawning instances of a brush made in a map? Possible?
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 ___ 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 -- 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 -- ~Ryan ___ 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