Re: [hlcoders] Muzzle flash issue

2008-10-11 Thread Luke Smith
 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.
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Luke Smith
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.
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
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.
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
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.
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Luke Smith
When I do that I get an error: 'C_basecombatweapon' : invalid target type
for dynamic_cast
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Jorge Rodriguez
He forgot an asterisk.
C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** ( this );

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Tony Sergi
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
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Luke Smith
  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?
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
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?
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Jorge Rodriguez
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
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Re: [hlcoders] Muzzle flash issue

2008-10-09 Thread Luke Smith
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.
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Luke Smith
 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 )
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Jonas 'Sortie' Termansen
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 )
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
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 )
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Tony Sergi
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 )
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
'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 )
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 archives,
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
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 )
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 archives,
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Luke Smith
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?
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
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?
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
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,
 
 
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
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,
 
 
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
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
 
 
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
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
 
 
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
-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
  
  
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  please visit:
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
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
  
  
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archives,
  please visit:
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
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:
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   ___
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 archives,
   please visit:
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 archives,
  please visit:
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
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?

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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Jorge Rodriguez
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
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
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
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
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
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 please visit:
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Michael Chang
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:
  
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
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:
   
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Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Luke Smith
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:
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 --
 ~Ryan
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Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Jorge Rodriguez
I believe the view model uses an animation event instead of being triggered
by code.


-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Tony Sergi
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
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Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Luke Smith
 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,
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Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Luke Smith
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,


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Re: [hlcoders] Muzzle flash issue

2008-10-05 Thread Ryan Sheffer
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
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