[hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
I edited the Thirdperson code in CAM_Think.  I got it to put the
camera behind and slightly above the player's eyes.  However, whenever
I get into a vehicle it goes back to the default thirdperson view of
looking from the right while the player is facing forward.  I can't
seem to find where this is controlled in the code.  Does anyone know
where this is at?  I've searched everywhere for thirdperson, but
nothing seems to relate to the vehicle code.  Any ideas?


--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.

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



Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread r00t 3:16
Not sure if you read any of the peeking threads I had sent to the list, but
it was basically the same problem.
If you move the ViewOffsetSet on the x,y vector you need to be continuously
updating because the x,y vector can change (z can also but this is used for
hieght)
So if you get into the vehicle while it is facing NORTH it will probably be
correct, if you start to drive around will probably be off..
I had fixed my problem (might not be the best solution but it works) but
Continously Setting the viewoffset every frame so if the player moved they
would still be leaning the correct way.
Hope that makes sense...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: SB Childe Roland [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, February 02, 2005 4:14 PM
Subject: [hlcoders] ThirdPerson View in Vehicle

I edited the Thirdperson code in CAM_Think.  I got it to put the
camera behind and slightly above the player's eyes.  However, whenever
I get into a vehicle it goes back to the default thirdperson view of
looking from the right while the player is facing forward.  I can't
seem to find where this is controlled in the code.  Does anyone know
where this is at?  I've searched everywhere for thirdperson, but
nothing seems to relate to the vehicle code.  Any ideas?
--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.
___
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] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
I found the following section of code:
=
void CPropJeep::GetCannonAim( Vector *resultDir )
{
Vector  muzzleOrigin;
QAngle  muzzleAngles;
GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, muzzleAngles 
);
AngleVectors( muzzleAngles, resultDir );
}
=
Does anyone know how the gun_ref attachment works?
Is it looking at the player's gun's direction?  If so, why, there
isn't supposed to even be a gun while in the vehicle??  I do have one
showing up, so if anyone knows how to get rid of it, I would
appreciate it.

--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.

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



Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
I think the easiest way to fix this would be to have the camera rotate
with the vehicle turning.  Has anyone tried to do this??


On Wed, 2 Feb 2005 17:25:37 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 I found the following section of code:
 =
 void CPropJeep::GetCannonAim( Vector *resultDir )
 {
 Vector  muzzleOrigin;
 QAngle  muzzleAngles;
 GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, 
 muzzleAngles );
 AngleVectors( muzzleAngles, resultDir );
 }
 =
 Does anyone know how the gun_ref attachment works?
 Is it looking at the player's gun's direction?  If so, why, there
 isn't supposed to even be a gun while in the vehicle??  I do have one
 showing up, so if anyone knows how to get rid of it, I would
 appreciate it.

 --
 =
 SB Childe Roland
 I will show you fear in a handful of jellybeans.



--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.

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



Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread r00t 3:16
I think you want GetVehicleEyeOffest or something similar.
Then adjust the players offset bases on that?
Not looking at the code right now but in a few I will look at it...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: SB Childe Roland [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, February 02, 2005 6:25 PM
Subject: Re: [hlcoders] ThirdPerson View in Vehicle

I found the following section of code:
=
void CPropJeep::GetCannonAim( Vector *resultDir )
{
Vector muzzleOrigin;
QAngle muzzleAngles;
GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, muzzleAngles );
AngleVectors( muzzleAngles, resultDir );
}
=
Does anyone know how the gun_ref attachment works?
Is it looking at the player's gun's direction?  If so, why, there
isn't supposed to even be a gun while in the vehicle??  I do have one
showing up, so if anyone knows how to get rid of it, I would
appreciate it.
--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.
___
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] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
Yeah, i see that now, thanks for the reply Botman.

Anybody got any ideas on how to lock the thirdperson camera with the
rotation of the vehicle?


On Wed, 02 Feb 2005 17:41:54 -0600, Jeffrey botman Broome
[EMAIL PROTECTED] wrote:
 SB Childe Roland wrote:
  I found the following section of code:
  =
  void CPropJeep::GetCannonAim( Vector *resultDir )
  {
Vector  muzzleOrigin;
QAngle  muzzleAngles;
GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, 
  muzzleAngles );
AngleVectors( muzzleAngles, resultDir );
  }
  =
  Does anyone know how the gun_ref attachment works?

 My guess is that gun_ref is an attachment point on the weapon that is
 attached to the vehicle.  I'm guessing GetAttachment() takes the
 location and rotation of a bone (named gun_ref) and returns those
 values in 'muzzleOrigin' (the location) and 'muzzleAngles' (the
 rotation).  It then converts the muzzle angles to a vector 'resultDir'
 and that gets returned to the caller.

 This function basically takes the gun_ref bone (the gun that you can
 aim while driving the buggy) and returns a vector indicating which way
 that gun is currently pointing.

 --
 Jeffrey botman Broome

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




--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.

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



Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
Got it working, if anyone needs advice, email me.


On Wed, 2 Feb 2005 18:49:39 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I think you want GetVehicleEyeOffest or something similar.

 Then adjust the players offset bases on that?
 Not looking at the code right now but in a few I will look at it...

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: SB Childe Roland [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, February 02, 2005 6:25 PM
 Subject: Re: [hlcoders] ThirdPerson View in Vehicle

 I found the following section of code:
  =
  void CPropJeep::GetCannonAim( Vector *resultDir )
  {
  Vector muzzleOrigin;
  QAngle muzzleAngles;
  GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, muzzleAngles );
  AngleVectors( muzzleAngles, resultDir );
  }
  =
  Does anyone know how the gun_ref attachment works?
  Is it looking at the player's gun's direction?  If so, why, there
  isn't supposed to even be a gun while in the vehicle??  I do have one
  showing up, so if anyone knows how to get rid of it, I would
  appreciate it.
 
  --
  =
  SB Childe Roland
  I will show you fear in a handful of jellybeans.
 
  ___
  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




--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.

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



Re: [hlcoders] ThirdPerson View in Vehicle

2005-02-02 Thread SB Childe Roland
A few people have recently asked me how I got it working, so I think I
will be posting the solution on a thread that I started on Wavelength.
 [http://forums.thewavelength.net/index.php?showtopic=11315]  Check
there within a few days.  It should be up by Friday night.


On Wed, 2 Feb 2005 19:20:39 -0600, SB Childe Roland
[EMAIL PROTECTED] wrote:
 Got it working, if anyone needs advice, email me.


 On Wed, 2 Feb 2005 18:49:39 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
  I think you want GetVehicleEyeOffest or something similar.
 
  Then adjust the players offset bases on that?
  Not looking at the code right now but in a few I will look at it...
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
  - Original Message -
  From: SB Childe Roland [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, February 02, 2005 6:25 PM
  Subject: Re: [hlcoders] ThirdPerson View in Vehicle
 
  I found the following section of code:
   =
   void CPropJeep::GetCannonAim( Vector *resultDir )
   {
   Vector muzzleOrigin;
   QAngle muzzleAngles;
   GetAttachment( LookupAttachment(gun_ref), muzzleOrigin, muzzleAngles );
   AngleVectors( muzzleAngles, resultDir );
   }
   =
   Does anyone know how the gun_ref attachment works?
   Is it looking at the player's gun's direction?  If so, why, there
   isn't supposed to even be a gun while in the vehicle??  I do have one
   showing up, so if anyone knows how to get rid of it, I would
   appreciate it.
  
   --
   =
   SB Childe Roland
   I will show you fear in a handful of jellybeans.
  
   ___
   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
 
 

 --
 =
 SB Childe Roland
 I will show you fear in a handful of jellybeans.



--
=
SB Childe Roland
I will show you fear in a handful of jellybeans.

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