Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Jonas 'Sortie' Termansen
I'd make a variable in the player class called int_Rounds (or something 
clever) and then make a custom trigger, that could be called 
Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called 
int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). Then 
in the Touch Function of Trigger_Checkpoint, dynamically cast the 
baseentity* and see if it's a player. If it is a player, then check if the 
pPlayer-int_Rounds = int_RoundsOfThisTrigger-1, and if it is,  then set 
pPlayer-int_Rounds = intRoundsOfThisTrigger. Of course, the logic has to be 
expanded, so when the player reaches the goal, the int_Rounds is set to Zero 
again. But that should be straightforward.

Of course, it could be done with some advanced in-map entity input/output, 
but it's much simpler (and more reliable) to do it via programming.

Have Fun,
Sortie

- Original Message - 
From: FaMiNe fam...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, April 28, 2009 11:50 PM
Subject: [hlcoders] Checkpoints Triggers


 I've been looking into this for a while, but I'm still new.

 I'm trying to create a checkpoint system, where the player cannot
 activate the next checkpoint until they get the current one (ex: have to
 get checkpoint 1 before you can get checkpoint 2).

 I created a map entity, and using trigger_multiple as a base for my
 checkpoint trigger, I'm trying to find a place to put a variable that
 contains the previous checkpoint that they grabbed, and a method to
 trigger it in the first place. Since this is a multiplayer mod, I expect
 each player instance to have their own checkpoint status variable.


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Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Olly
Just FYI there is: CBaseEntity::IsPlayer()

2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk

 I'd make a variable in the player class called int_Rounds (or something
 clever) and then make a custom trigger, that could be called
 Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called
 int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). Then
 in the Touch Function of Trigger_Checkpoint, dynamically cast the
 baseentity* and see if it's a player. If it is a player, then check if the
 pPlayer-int_Rounds = int_RoundsOfThisTrigger-1, and if it is,  then set
 pPlayer-int_Rounds = intRoundsOfThisTrigger. Of course, the logic has to
 be
 expanded, so when the player reaches the goal, the int_Rounds is set to
 Zero
 again. But that should be straightforward.

 Of course, it could be done with some advanced in-map entity input/output,
 but it's much simpler (and more reliable) to do it via programming.

 Have Fun,
 Sortie

 - Original Message -
 From: FaMiNe fam...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Sent: Tuesday, April 28, 2009 11:50 PM
 Subject: [hlcoders] Checkpoints Triggers


  I've been looking into this for a while, but I'm still new.
 
  I'm trying to create a checkpoint system, where the player cannot
  activate the next checkpoint until they get the current one (ex: have to
  get checkpoint 1 before you can get checkpoint 2).
 
  I created a map entity, and using trigger_multiple as a base for my
  checkpoint trigger, I'm trying to find a place to put a variable that
  contains the previous checkpoint that they grabbed, and a method to
  trigger it in the first place. Since this is a multiplayer mod, I expect
  each player instance to have their own checkpoint status variable.
 
 
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  please visit:
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Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Jonas 'Sortie' Termansen
Well, he has to cast to a player point anyways, although I agree, 
CBaseEntiy:IsPlayer() followed by a static_cast() should be much faster 
than a dynamic_cast()

- Original Message - 
From: Olly oli...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Wednesday, April 29, 2009 12:07 PM
Subject: Re: [hlcoders] Checkpoints Triggers


 Just FYI there is: CBaseEntity::IsPlayer()

 2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk

 I'd make a variable in the player class called int_Rounds (or something
 clever) and then make a custom trigger, that could be called
 Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called
 int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). 
 Then
 in the Touch Function of Trigger_Checkpoint, dynamically cast the
 baseentity* and see if it's a player. If it is a player, then check if 
 the
 pPlayer-int_Rounds = int_RoundsOfThisTrigger-1, and if it is,  then set
 pPlayer-int_Rounds = intRoundsOfThisTrigger. Of course, the logic has to
 be
 expanded, so when the player reaches the goal, the int_Rounds is set to
 Zero
 again. But that should be straightforward.

 Of course, it could be done with some advanced in-map entity 
 input/output,
 but it's much simpler (and more reliable) to do it via programming.

 Have Fun,
 Sortie

 - Original Message -
 From: FaMiNe fam...@gmail.com
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 
 Sent: Tuesday, April 28, 2009 11:50 PM
 Subject: [hlcoders] Checkpoints Triggers


  I've been looking into this for a while, but I'm still new.
 
  I'm trying to create a checkpoint system, where the player cannot
  activate the next checkpoint until they get the current one (ex: have 
  to
  get checkpoint 1 before you can get checkpoint 2).
 
  I created a map entity, and using trigger_multiple as a base for my
  checkpoint trigger, I'm trying to find a place to put a variable that
  contains the previous checkpoint that they grabbed, and a method to
  trigger it in the first place. Since this is a multiplayer mod, I 
  expect
  each player instance to have their own checkpoint status variable.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 


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 -- 
 Sent from Olly's SEGA Game Gear
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Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Ryan Sheffer
The point is more that casting every entity that passes through the  
trigger to the player isn't smart coding, but in this case, the only  
ent passing through the trigger will probably be players.

Skidz (Ryan)

On 29-Apr-09, at 11:10, Jonas 'Sortie' Termansen hlcod...@maxsi.dk  
wrote:

 Well, he has to cast to a player point anyways, although I agree,
 CBaseEntiy:IsPlayer() followed by a static_cast() should be much  
 faster
 than a dynamic_cast()

 - Original Message -
 From: Olly oli...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 
 
 Sent: Wednesday, April 29, 2009 12:07 PM
 Subject: Re: [hlcoders] Checkpoints Triggers


 Just FYI there is: CBaseEntity::IsPlayer()

 2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk

 I'd make a variable in the player class called int_Rounds (or  
 something
 clever) and then make a custom trigger, that could be called
 Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint  
 called
 int_RoundOfThisTrigger (that can be edited through hammer,  
 see .fgd).
 Then
 in the Touch Function of Trigger_Checkpoint, dynamically cast the
 baseentity* and see if it's a player. If it is a player, then  
 check if
 the
 pPlayer-int_Rounds = int_RoundsOfThisTrigger-1, and if it is,   
 then set
 pPlayer-int_Rounds = intRoundsOfThisTrigger. Of course, the logic  
 has to
 be
 expanded, so when the player reaches the goal, the int_Rounds is  
 set to
 Zero
 again. But that should be straightforward.

 Of course, it could be done with some advanced in-map entity
 input/output,
 but it's much simpler (and more reliable) to do it via programming.

 Have Fun,
 Sortie

 - Original Message -
 From: FaMiNe fam...@gmail.com
 To: Discussion of Half-Life Programming
 hlcoders@list.valvesoftware.com

 Sent: Tuesday, April 28, 2009 11:50 PM
 Subject: [hlcoders] Checkpoints Triggers


 I've been looking into this for a while, but I'm still new.

 I'm trying to create a checkpoint system, where the player cannot
 activate the next checkpoint until they get the current one (ex:  
 have
 to
 get checkpoint 1 before you can get checkpoint 2).

 I created a map entity, and using trigger_multiple as a base for my
 checkpoint trigger, I'm trying to find a place to put a variable  
 that
 contains the previous checkpoint that they grabbed, and a method to
 trigger it in the first place. Since this is a multiplayer mod, I
 expect
 each player instance to have their own checkpoint status variable.


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



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 -- 
 Sent from Olly's SEGA Game Gear
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[hlcoders] Checkpoints Triggers

2009-04-28 Thread FaMiNe
I've been looking into this for a while, but I'm still new.

I'm trying to create a checkpoint system, where the player cannot 
activate the next checkpoint until they get the current one (ex: have to 
get checkpoint 1 before you can get checkpoint 2).

I created a map entity, and using trigger_multiple as a base for my 
checkpoint trigger, I'm trying to find a place to put a variable that 
contains the previous checkpoint that they grabbed, and a method to 
trigger it in the first place. Since this is a multiplayer mod, I expect 
each player instance to have their own checkpoint status variable.


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