Re: [hlcoders] Muzzle flash issue
Sorry dont meen to be a pain I am trying to use my brain :) (little poem brewing there) anyways yeah I had been trying to debug it but it wasnt breaking anywhere. The code got really messy so I scrapped it and started again the other way around checking your dynamic_cast (still dont understand how that works) for the npc and then else pWeapon = getactive weapon etc for the player and it works perfectly. I guess I just needed to look at it from a different angle. Thanks a ton though for the help much appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Thats what I'm trying to do yeah. but its not the muzzle flash. There are two events for that one for player and one for npc so thats no problem. This is with regard to the ejectbrass1 event that handles the ejecting the shells when firing weapons. My entire case looks like this. case CL_EVENT_EJECTBRASS1: if ( m_Attachments.Count() 0 ) { C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); if (!pWeapon) break; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if (!pPlayer) break; C_BaseCombatCharacter *pOwner = ( pWeapon-GetOwner() ); if (!pOwner) break; bool bIsLocalPlayer = pPlayer pPlayer == pOwner; if ( bIsLocalPlayer ) { *pWeapon = GetActiveWeapon(); if ( !pWeapon ) break; if( pWeapon-GetAttachment( LookupAttachment( 1 ), attachOrigin, attachAngles ) ) { tempents-EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) ); } } else { break; } } break; At the moment it runs the event when the player fires as well as when the enemy fires. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
As I said. Look at the definition of GetActiveWeapon in c_basecombatweapon.cpp. GetActiveWeapon always returns the active weapon of the local player. The owner will always be the local player and you use this weapon as the destination of the muzzleflash - every muzzleflash will be send to the local players weapon. -archy Original-Nachricht Datum: Fri, 10 Oct 2008 16:07:17 +0100 Von: Luke Smith [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue Thats what I'm trying to do yeah. but its not the muzzle flash. There are two events for that one for player and one for npc so thats no problem. This is with regard to the ejectbrass1 event that handles the ejecting the shells when firing weapons. My entire case looks like this. case CL_EVENT_EJECTBRASS1: if ( m_Attachments.Count() 0 ) { C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); if (!pWeapon) break; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if (!pPlayer) break; C_BaseCombatCharacter *pOwner = ( pWeapon-GetOwner() ); if (!pOwner) break; bool bIsLocalPlayer = pPlayer pPlayer == pOwner; if ( bIsLocalPlayer ) { *pWeapon = GetActiveWeapon(); if ( !pWeapon ) break; if( pWeapon-GetAttachment( LookupAttachment( 1 ), attachOrigin, attachAngles ) ) { tempents-EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) ); } } else { break; } } break; At the moment it runs the event when the player fires as well as when the enemy fires. ___ 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] Muzzle flash issue
Hm, the C_BaseAnimating object you run this code in is the weapon itself isnt it? If this is correct, use something like C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon ( this ); instead of GetActiveWeapon() -archy Original-Nachricht Datum: Fri, 10 Oct 2008 17:30:41 +0200 Von: Julian Moschüring [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue As I said. Look at the definition of GetActiveWeapon in c_basecombatweapon.cpp. GetActiveWeapon always returns the active weapon of the local player. The owner will always be the local player and you use this weapon as the destination of the muzzleflash - every muzzleflash will be send to the local players weapon. -archy Original-Nachricht Datum: Fri, 10 Oct 2008 16:07:17 +0100 Von: Luke Smith [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue Thats what I'm trying to do yeah. but its not the muzzle flash. There are two events for that one for player and one for npc so thats no problem. This is with regard to the ejectbrass1 event that handles the ejecting the shells when firing weapons. My entire case looks like this. case CL_EVENT_EJECTBRASS1: if ( m_Attachments.Count() 0 ) { C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); if (!pWeapon) break; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if (!pPlayer) break; C_BaseCombatCharacter *pOwner = ( pWeapon-GetOwner() ); if (!pOwner) break; bool bIsLocalPlayer = pPlayer pPlayer == pOwner; if ( bIsLocalPlayer ) { *pWeapon = GetActiveWeapon(); if ( !pWeapon ) break; if( pWeapon-GetAttachment( LookupAttachment( 1 ), attachOrigin, attachAngles ) ) { tempents-EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) ); } } else { break; } } break; At the moment it runs the event when the player fires as well as when the enemy fires. ___ 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] Muzzle flash issue
When I do that I get an error: 'C_basecombatweapon' : invalid target type for dynamic_cast ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
He forgot an asterisk. C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** ( this ); -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
There should only be one asterisk there for everyone else; gmails 'bold' doesn't work anywhere but gmail. ( two asterisks encompassing something ) -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: October-10-08 2:05 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue He forgot an asterisk. C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** ( this ); -- Jorge Vino Rodriguez ___ 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] Muzzle flash issue
Hmm this is odd. The enemy's eject brass is working but not the player. Thing is that meens that its getting past bool bIsLocalPlayer = pPlayer pPlayer == pOwner; if ( bIsLocalPlayer ) otherwise it would go to the else and play the normal ejectbrass which the enemy is using so somehow its not actually sending out the effect. So I cant understand where its messing up. What does the dynamic_cast actually do? this part of the code currently looks like this: if ( bIsLocalPlayer ) { //C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon* ( this ); if ( !pWeapon ) break; if( pWeapon-GetAttachment( LookupAttachment( 1 ), attachOrigin, attachAngles ) ) { tempents-EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) ); } } Its not making any sense to me anyone have any ideas on this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Debug it? Original-Nachricht Datum: Sat, 11 Oct 2008 00:00:03 +0100 Von: Luke Smith [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue Hmm this is odd. The enemy's eject brass is working but not the player. Thing is that meens that its getting past bool bIsLocalPlayer = pPlayer pPlayer == pOwner; if ( bIsLocalPlayer ) otherwise it would go to the else and play the normal ejectbrass which the enemy is using so somehow its not actually sending out the effect. So I cant understand where its messing up. What does the dynamic_cast actually do? this part of the code currently looks like this: if ( bIsLocalPlayer ) { //C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon* ( this ); if ( !pWeapon ) break; if( pWeapon-GetAttachment( LookupAttachment( 1 ), attachOrigin, attachAngles ) ) { tempents-EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) ); } } Its not making any sense to me anyone have any ideas on this? ___ 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] Muzzle flash issue
In Nethack terminology: a What do you want to use or apply? w You open a bag called brainsack. Do what? o Take out what type of objects? h Take out what tool? b b - your brain. a What do you want to use or apply? b You are now using your brain. Good luck. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Thanks, that stopped it crashing but it seems it hasnt worked at all when the enemy fires the brass is ejected from the players weapon. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being used by the local player? I was trying this but it didnt work: C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Your code just checks if there is a local player. (Always true) Try compare the owner of the weapon with the local player. - Original Message - From: Luke Smith [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 08, 2008 2:02 PM Subject: Re: [hlcoders] Muzzle flash issue What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being used by the local player? I was trying this but it didnt work: C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player ) ___ 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] Muzzle flash issue
The Event code for OB now looks like this. (This is after applying Tony's code) http://pastebin.ca/1222734 On Wed, Oct 8, 2008 at 6:51 AM, Jonas 'Sortie' Termansen [EMAIL PROTECTED]wrote: Your code just checks if there is a local player. (Always true) Try compare the owner of the weapon with the local player. - Original Message - From: Luke Smith [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 08, 2008 2:02 PM Subject: Re: [hlcoders] Muzzle flash issue What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being used by the local player? I was trying this but it didnt work: C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player ) ___ 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] Muzzle flash issue
Well, you got up to if (!pWeapon) break; but you didn't dispatch the muzzleflash on the weapon there, as you missed the next two lines that actually dispatch the third person muzzle, and terminate the call so the first person one doesn't go through. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-08-08 10:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue The Event code for OB now looks like this. (This is after applying Tony's code) http://pastebin.ca/1222734 On Wed, Oct 8, 2008 at 6:51 AM, Jonas 'Sortie' Termansen [EMAIL PROTECTED]wrote: Your code just checks if there is a local player. (Always true) Try compare the owner of the weapon with the local player. - Original Message - From: Luke Smith [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 08, 2008 2:02 PM Subject: Re: [hlcoders] Muzzle flash issue What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being used by the local player? I was trying this but it didnt work: C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player ) ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
'Doh, that's what I get for stopping in the middle of stuff. Thanks a ton, will go try it when I get home. On Wed, Oct 8, 2008 at 9:30 AM, Tony Sergi [EMAIL PROTECTED] wrote: Well, you got up to if (!pWeapon) break; but you didn't dispatch the muzzleflash on the weapon there, as you missed the next two lines that actually dispatch the third person muzzle, and terminate the call so the first person one doesn't go through. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-08-08 10:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue The Event code for OB now looks like this. (This is after applying Tony's code) http://pastebin.ca/1222734 On Wed, Oct 8, 2008 at 6:51 AM, Jonas 'Sortie' Termansen [EMAIL PROTECTED]wrote: Your code just checks if there is a local player. (Always true) Try compare the owner of the weapon with the local player. - Original Message - From: Luke Smith [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 08, 2008 2:02 PM Subject: Re: [hlcoders] Muzzle flash issue What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being used by the local player? I was trying this but it didnt work: C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player ) ___ 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 ___ 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] Muzzle flash issue
Spot on, that solved it. Thanks! Is there anyway to fix the minute lag before your crosshair updates as you rotate? When you rotate, the crosshair jumps and generally shows signs of lagginess in almost any situation. On Wed, Oct 8, 2008 at 2:57 PM, Matt Hoffman [EMAIL PROTECTED]wrote: 'Doh, that's what I get for stopping in the middle of stuff. Thanks a ton, will go try it when I get home. On Wed, Oct 8, 2008 at 9:30 AM, Tony Sergi [EMAIL PROTECTED]wrote: Well, you got up to if (!pWeapon) break; but you didn't dispatch the muzzleflash on the weapon there, as you missed the next two lines that actually dispatch the third person muzzle, and terminate the call so the first person one doesn't go through. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-08-08 10:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue The Event code for OB now looks like this. (This is after applying Tony's code) http://pastebin.ca/1222734 On Wed, Oct 8, 2008 at 6:51 AM, Jonas 'Sortie' Termansen [EMAIL PROTECTED]wrote: Your code just checks if there is a local player. (Always true) Try compare the owner of the weapon with the local player. - Original Message - From: Luke Smith [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 08, 2008 2:02 PM Subject: Re: [hlcoders] Muzzle flash issue What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being used by the local player? I was trying this but it didnt work: C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player ) ___ 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 ___ 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] Muzzle flash issue
I'm trying this to check if the ejectbrass event is called by the player and it compiles fine but then when I run the game and load the map it crashes. Note that usually as soon as you spawn in this map the enemey starts firing straight away. am I doing something wrong here? C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatCharacter *pOwner = ( pWeapon-GetOwner() ); bool bIsLocalPlayer = pPlayer pPlayer == pOwner; if ( bIsLocalPlayer ) { Matt are you saying that the crosshair lags since fixing the muzzleflash issue? Also did you say you used the over the shoulder view tutorial from valve wiki? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Naw this is just caused by third person in general i think. Also no I undid all that code, I'm just using the engine's already built in third person. On Wed, Oct 8, 2008 at 6:00 PM, Luke Smith [EMAIL PROTECTED] wrote: I'm trying this to check if the ejectbrass event is called by the player and it compiles fine but then when I run the game and load the map it crashes. Note that usually as soon as you spawn in this map the enemey starts firing straight away. am I doing something wrong here? C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatCharacter *pOwner = ( pWeapon-GetOwner() ); bool bIsLocalPlayer = pPlayer pPlayer == pOwner; if ( bIsLocalPlayer ) { Matt are you saying that the crosshair lags since fixing the muzzleflash issue? Also did you say you used the over the shoulder view tutorial from valve wiki? ___ 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] Muzzle flash issue
I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ 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] Muzzle flash issue
Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ 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] Muzzle flash issue
Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Well, if you apply it to unmodified source, it'll work. I tested it thouroughly, and luke got it working. Your problems are probably caused by something else you did. Also of note; if you're not using the hl2 view models, or your view models don't have the appropriate events, it won't work anyway, as that event will never get called. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:36 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ 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 ___ 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] Muzzle flash issue
-Edit: Hit space on accident, gmail sent the (uncomplete) message, sorry. Now following http://developer.valvesoftware.com/wiki/Third_Person_Camera, will send an email back when I finish. On Tue, Oct 7, 2008 at 7:53 PM, Matt Hoffman [EMAIL PROTECTED]wrote: I am using the HL2 view models. Currently un-doing my third person camera and replacing it with another tutorial. That's about the only changes i've applyed to my mod are the Third Person tutorial ( http://developer.valvesoftware.com/wiki/Over_the_Shoulder_View) Or is this code just to fix the thirdperson console command? Anyways now following On Tue, Oct 7, 2008 at 7:48 PM, Tony Sergi [EMAIL PROTECTED]wrote: Well, if you apply it to unmodified source, it'll work. I tested it thouroughly, and luke got it working. Your problems are probably caused by something else you did. Also of note; if you're not using the hl2 view models, or your view models don't have the appropriate events, it won't work anyway, as that event will never get called. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:36 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ 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 ___ 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] Muzzle flash issue
Orange box already HAS third person. That tutorial is old old old. All you have to do is comment out three lines: // If cheats have been disabled, pull us back out of third-person view. if ( sv_cheats !sv_cheats-GetBool() ) { CAM_ToFirstPerson(); return; } -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:54 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue -Edit: Hit space on accident, gmail sent the (uncomplete) message, sorry. Now following http://developer.valvesoftware.com/wiki/Third_Person_Camera, will send an email back when I finish. On Tue, Oct 7, 2008 at 7:53 PM, Matt Hoffman [EMAIL PROTECTED]wrote: I am using the HL2 view models. Currently un-doing my third person camera and replacing it with another tutorial. That's about the only changes i've applyed to my mod are the Third Person tutorial ( http://developer.valvesoftware.com/wiki/Over_the_Shoulder_View) Or is this code just to fix the thirdperson console command? Anyways now following On Tue, Oct 7, 2008 at 7:48 PM, Tony Sergi [EMAIL PROTECTED]wrote: Well, if you apply it to unmodified source, it'll work. I tested it thouroughly, and luke got it working. Your problems are probably caused by something else you did. Also of note; if you're not using the hl2 view models, or your view models don't have the appropriate events, it won't work anyway, as that event will never get called. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:36 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
God I hate ignorance on my own part. The wiki needs to be changed to specify things like Outdated for Orangebox HL2MP. Now that I've established this fact, let me revert the changes I've done from this tutorial and then check the third person. A side question: Can we use TF2 Shaders in our OB Mods? On Tue, Oct 7, 2008 at 8:00 PM, Tony Sergi [EMAIL PROTECTED] wrote: Orange box already HAS third person. That tutorial is old old old. All you have to do is comment out three lines: // If cheats have been disabled, pull us back out of third-person view. if ( sv_cheats !sv_cheats-GetBool() ) { CAM_ToFirstPerson(); return; } -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:54 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue -Edit: Hit space on accident, gmail sent the (uncomplete) message, sorry. Now following http://developer.valvesoftware.com/wiki/Third_Person_Camera, will send an email back when I finish. On Tue, Oct 7, 2008 at 7:53 PM, Matt Hoffman [EMAIL PROTECTED]wrote: I am using the HL2 view models. Currently un-doing my third person camera and replacing it with another tutorial. That's about the only changes i've applyed to my mod are the Third Person tutorial ( http://developer.valvesoftware.com/wiki/Over_the_Shoulder_View) Or is this code just to fix the thirdperson console command? Anyways now following On Tue, Oct 7, 2008 at 7:48 PM, Tony Sergi [EMAIL PROTECTED]wrote: Well, if you apply it to unmodified source, it'll work. I tested it thouroughly, and luke got it working. Your problems are probably caused by something else you did. Also of note; if you're not using the hl2 view models, or your view models don't have the appropriate events, it won't work anyway, as that event will never get called. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:36 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences
Re: [hlcoders] Muzzle flash issue
Yeah, there isn't anything 'special' exactly for tf2; just VertexLitGeneric etc. It just depends on how you setup the parameters in the VMT, as the changes for tf2 are engine-wide. (everything running the orange box engine uses the same base shaders) -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 11:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue A side question: Can we use TF2 Shaders in our OB Mods? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Most of the cool shaders on the character models that you probably want to use are already available through the material properties of whatever material you skin your player model with. The neat looking shadows are done with $lightwarptexture and the rim lighting with $rimlight and so on. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
That answered my question, thanks. I'm trying to go for a Cartooney-robot world feel, and TF2 is the perfect example of cartooney, while still being (semi) realistic. On Tue, Oct 7, 2008 at 8:20 PM, Jorge Rodriguez [EMAIL PROTECTED] wrote: Most of the cool shaders on the character models that you probably want to use are already available through the material properties of whatever material you skin your player model with. The neat looking shadows are done with $lightwarptexture and the rim lighting with $rimlight and so on. -- Jorge Vino Rodriguez ___ 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] Muzzle flash issue
I have now applied Tony's code, on HL2MP Orangebox code. I've rolled back all my thirdperson camera changes, so it's using the engine's third person. I still have three muzzleflashes showing up. One on the gun. One off the players back. One below the gun And everynow and then one massivly offscale shooting randomly. On Tue, Oct 7, 2008 at 8:24 PM, Matt Hoffman [EMAIL PROTECTED]wrote: That answered my question, thanks. I'm trying to go for a Cartooney-robot world feel, and TF2 is the perfect example of cartooney, while still being (semi) realistic. On Tue, Oct 7, 2008 at 8:20 PM, Jorge Rodriguez [EMAIL PROTECTED] wrote: Most of the cool shaders on the character models that you probably want to use are already available through the material properties of whatever material you skin your player model with. The neat looking shadows are done with $lightwarptexture and the rim lighting with $rimlight and so on. -- Jorge Vino Rodriguez ___ 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] Muzzle flash issue
You're not alone Matt I thought I've fixed this issue with prediction and third-person but unfortunately there are still plenty of problems. I think I've tried just about every single proposed solution by Tony, Yahn, and everything everyone mentioned on VERC and Steamforums. I guess we'll just have to wait until Tony releases his magical working code :) Btw thanks Tony for the previous explanation of physics shadow. That was helpful. ~M I am using the HL2 view models. Currently un-doing my third person camera and replacing it with another tutorial. That's about the only changes i've applyed to my mod are the Third Person tutorial ( http://developer.valvesoftware.com/wiki/Over_the_Shoulder_View) Or is this code just to fix the thirdperson console command? Anyways now following On Tue, Oct 7, 2008 at 7:48 PM, Tony Sergi [EMAIL PROTECTED] wrote: Well, if you apply it to unmodified source, it'll work. I tested it thouroughly, and luke got it working. Your problems are probably caused by something else you did. Also of note; if you're not using the hl2 view models, or your view models don't have the appropriate events, it won't work anyway, as that event will never get called. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:36 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Yay not alone. I just realized I never thanked anyone, so thanks all. :) Anyways, it looks like it's rendereing multiple muzzleflashes. I don't have my code with me at this time, but what if you searched through the code for whatever we were using to call the muzzleflash, and see how many results come back? On Tue, Oct 7, 2008 at 9:06 PM, Michael Chang [EMAIL PROTECTED]wrote: You're not alone Matt I thought I've fixed this issue with prediction and third-person but unfortunately there are still plenty of problems. I think I've tried just about every single proposed solution by Tony, Yahn, and everything everyone mentioned on VERC and Steamforums. I guess we'll just have to wait until Tony releases his magical working code :) Btw thanks Tony for the previous explanation of physics shadow. That was helpful. ~M I am using the HL2 view models. Currently un-doing my third person camera and replacing it with another tutorial. That's about the only changes i've applyed to my mod are the Third Person tutorial ( http://developer.valvesoftware.com/wiki/Over_the_Shoulder_View) Or is this code just to fix the thirdperson console command? Anyways now following On Tue, Oct 7, 2008 at 7:48 PM, Tony Sergi [EMAIL PROTECTED] wrote: Well, if you apply it to unmodified source, it'll work. I tested it thouroughly, and luke got it working. Your problems are probably caused by something else you did. Also of note; if you're not using the hl2 view models, or your view models don't have the appropriate events, it won't work anyway, as that event will never get called. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:36 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: ___ 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] Muzzle flash issue
Is that because the view model has ValveBiped.Muzzle and the world model has ValveBiped.Weapon_Bone.Muzzle ? I can find any specific place where muzzle is actually referenced. Also can I do: GetAttachment( LookupAttachment( Weapon_Bone.muzzle ) regards, Luke On Mon, Oct 6, 2008 at 12:14 AM, Ryan Sheffer [EMAIL PROTECTED] wrote: in c_baseanimating you will need to change the bone attachment depending if the player is in third person. All third person effects need to re-enabled for the local player if they are in third person. All first person effects need to be disabled for local player is third person. c_baseanimating has a lot of what you are looking for. Shell ejection also needs to be changed. On Sun, Oct 5, 2008 at 4:05 PM, Luke Smith [EMAIL PROTECTED] wrote: I'm having an issue getting muzzle flashes to work in thirdperson. Devin from the synergy mod told me to check whether in thirdperson mode (whithin c_baseviewmodel.cpp) and to exit out the function if true. This worked in as much as the muzzle flash didnt show in thirdperson but there wasnt one at all which is not what I wanted. Anyone have any ideas about this? regards, Luke (new to the list) ___ 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
Re: [hlcoders] Muzzle flash issue
I believe the view model uses an animation event instead of being triggered by code. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
I just did a little something with hl2mp, to make the third person muzzleflashes reliable for the local player who is in third person. Open up c_baseanimating.cpp inside C_BaseAnimating::FireEvent Here are my changes. case AE_MUZZLEFLASH: { // Send out the effect for a player #if defined ( HL2MP ) // HL2MP - Make third person muzzleflashes as reliable as the first person ones // while in third person the view model dispatches the muzzleflash event - note: the weapon models dispatch them too, but not frequently. if ( IsViewModel() ) { C_BasePlayer *pPlayer = ToBasePlayer( dynamic_castC_BaseViewModel *(this)-GetOwner() ); if ( pPlayer pPlayer == C_BasePlayer::GetLocalPlayer()) { if ( ::input-CAM_IsThirdPerson() ) { // Dispatch on the weapon - the player model doesn't have the attachments in hl2mp. C_BaseCombatWeapon *pWeapon = pPlayer-GetActiveWeapon(); if ( !pWeapon ) break; pWeapon-DispatchMuzzleEffect( options, false ); break; } } } #endif DispatchMuzzleEffect( options, true ); break; } -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: October-06-08 12:44 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I believe the view model uses an animation event instead of being triggered by code. -- Jorge Vino Rodriguez ___ 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] Muzzle flash issue
I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin, attachAngles ); to get the attachment before; tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); Thanks, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
in c_baseanimating you will need to change the bone attachment depending if the player is in third person. All third person effects need to re-enabled for the local player if they are in third person. All first person effects need to be disabled for local player is third person. c_baseanimating has a lot of what you are looking for. Shell ejection also needs to be changed. On Sun, Oct 5, 2008 at 4:05 PM, Luke Smith [EMAIL PROTECTED] wrote: I'm having an issue getting muzzle flashes to work in thirdperson. Devin from the synergy mod told me to check whether in thirdperson mode (whithin c_baseviewmodel.cpp) and to exit out the function if true. This worked in as much as the muzzle flash didnt show in thirdperson but there wasnt one at all which is not what I wanted. Anyone have any ideas about this? regards, Luke (new to the list) ___ 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