Re: [hlcoders] Player position and view direction

2008-01-31 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
in_main.cpp: CInput::CreateMove

This function fills out the members of a CUserCmd structure which represents
the player's input (regardless of the type of input device), the input is
then sent to the server and processed by game movement to clip the player
against the world, etc.

The delta for movement is broken into components like this, forwardmove,
sidemove, upmove. viewangles is the new viewangles from the input device
(not a delta - I don't think)

Regards,

Paul

On Jan 31, 2008 1:34 PM, Timothy Chilvers [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hey all,

 I'm coding a modification for Source to play it in a VR system with motion
 capture as input. I've got the motion capture coded as far as a pair of
 vectors, one for the change in position since the last update and one for
 the change in viewing direction as a Euler angle. I'm having a problem
 regarding where to actually implement this change in the Source source
 (You
 guys must get tired of that, but it makes me smile...), so if anyone could
 give me a nudge in the right direction I'd be most appreciative.

 /Chilv
 --

 ___
 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] Player position and view direction

2008-01-31 Thread Christopher Harris
So you have the two vectors coming in on the client machine correct? To get
the best movement out of your information would be best to process it into a
CUserCmd which would be sent to the server and then would run through the
gamemovement code which would ensure certain constraints and this would also
make it so that the player still moves like being controlled normally. I
believe the CUserCmd has a support for two different movement vectors, one
for forward movement and one for sidestepping movement which when combined
in varying amounts create a direction of movement in 360degrees. It also has
a viewangles member which you could set to the current player's angles plus
your new change in angles.

The CHLClient::CreateMove(...) is the starting point of CUserCmd creation,
processing and Sending to the server. Somewhere in this would be the best
place to put it. My personal thoughts are to put it in
CInput::CreateMove(...). Because in there you will see that there are
functions for processing the players data to generate Forward, Side
Movement, etc. I think just replacing those function calls with calls to
your own functions to generate values based on the VR would work.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy Chilvers
Sent: Thursday, January 31, 2008 1:34 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player position and view direction

--
[ Picked text/plain from multipart/alternative ]
Hey all,

I'm coding a modification for Source to play it in a VR system with motion
capture as input. I've got the motion capture coded as far as a pair of
vectors, one for the change in position since the last update and one for
the change in viewing direction as a Euler angle. I'm having a problem
regarding where to actually implement this change in the Source source (You
guys must get tired of that, but it makes me smile...), so if anyone could
give me a nudge in the right direction I'd be most appreciative.

/Chilv
--

___
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] Player position and view direction

2008-01-31 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Beat you to the punch!

Regards,

Paul

On Jan 31, 2008 2:10 PM, Christopher Harris [EMAIL PROTECTED] wrote:

 So you have the two vectors coming in on the client machine correct? To
 get
 the best movement out of your information would be best to process it into
 a
 CUserCmd which would be sent to the server and then would run through the
 gamemovement code which would ensure certain constraints and this would
 also
 make it so that the player still moves like being controlled normally. I
 believe the CUserCmd has a support for two different movement vectors, one
 for forward movement and one for sidestepping movement which when combined
 in varying amounts create a direction of movement in 360degrees. It also
 has
 a viewangles member which you could set to the current player's angles
 plus
 your new change in angles.

 The CHLClient::CreateMove(...) is the starting point of CUserCmd creation,
 processing and Sending to the server. Somewhere in this would be the best
 place to put it. My personal thoughts are to put it in
 CInput::CreateMove(...). Because in there you will see that there are
 functions for processing the players data to generate Forward, Side
 Movement, etc. I think just replacing those function calls with calls to
 your own functions to generate values based on the VR would work.

 Chris

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Timothy
 Chilvers
 Sent: Thursday, January 31, 2008 1:34 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Player position and view direction

 --
 [ Picked text/plain from multipart/alternative ]
 Hey all,

 I'm coding a modification for Source to play it in a VR system with motion
 capture as input. I've got the motion capture coded as far as a pair of
 vectors, one for the change in position since the last update and one for
 the change in viewing direction as a Euler angle. I'm having a problem
 regarding where to actually implement this change in the Source source
 (You
 guys must get tired of that, but it makes me smile...), so if anyone could
 give me a nudge in the right direction I'd be most appreciative.

 /Chilv
 --

 ___
 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] Player Position

2005-01-14 Thread Fods
Does this mean, you would need to arrange the bouncd box lower?
IE

- - - - - - -- - - - -
| Player Prone |
|_ _ _ _ _ _ _ _|


Has other players would Bounce off the BOX when trying to jump over
the proned player:

---
|  |
|  |0
|  |   -|-
|---o ||
|--|   / \

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



Re: [hlcoders] Player Position

2005-01-14 Thread Jeffrey \botman\ Broome
Fods wrote:
Does this mean, you would need to arrange the bouncd box lower?
Yes.  The crouched bounding box is lower than the standing bounding box.
 The prone bounding box should be lower than the crouched bounding box
(after all, a prone player should be able to crawl under things that a
crouched player could not)...
+-+
| |
| |
| |   +-+
| |   | |
| |   | |+-+
+-+   +-++-+
standing  crouchedprone
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Player Position

2005-01-14 Thread r00t 3:16
Correct.
I have the bounding box lower then the crouching bounding box.
However because the box does no move, that could become a when a player
turns while in the prone position as his feet could shoot out the other
sides of a wall.
Having the bound box big enough for the player to be able to turn probably
isn't the way to go either because in smaller spaces, you start to jerk and
get stuff.
What I would like to do, is what happens in the map sdk_vehicles map with
the jeep.
When the player is driving jeep, if the player would turn the bound box gets
a little bigger while the player turns then gets small again. (Really have
to see it in 3rd person view to get an idea of what I am talking about)
If I can figure out how they did the bounding box for the jeep, I will use
this just for prone players.
Which makes sense because a prone player has more contact on the ground,
then someone standing.
Maybe Yahn or someone can point me into the right direction of how to
implement the vehicle bounding box onto a player?
If you get a chance botman check out the sdk_vehicles map in 3rd person and
look at how that bounding box works.
This would be ideal for a prone player.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 14, 2005 10:03 AM
Subject: Re: [hlcoders] Player Position

Fods wrote:
Does this mean, you would need to arrange the bouncd box lower?
Yes.  The crouched bounding box is lower than the standing bounding box.
 The prone bounding box should be lower than the crouched bounding box
(after all, a prone player should be able to crawl under things that a
crouched player could not)...
+-+
| |
| |
| |   +-+
| |   | |
| |   | |+-+
+-+   +-++-+
standing  crouchedprone
--
Jeffrey botman Broome
___
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] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote:
I have been playing around with the player position for my prone.
I believe that collision boxes (used around players) are axis aligned in
Half-Life2 (as they were in Half-Life1).  The collision box DOES NOT
rotate as the player rotates.  If you made this be the player collision
box when the player was prone (head facing North, feet facing South)...
   +---+
   | o |
   |/|\|
   | | |
   |/ \|
   +---+
...here is what you would see when the player turn 90 degrees to the left...
   +---+
   |/  |/
  0|
   |\  |\
   |   |
   +---+
...notice the bounding box DOES NOT rotate along with the player.
If you are going to do a prone position you would make a bounding box
that looks like this...
   +-+
   |o|
   |   /|\   |
   |||
   |   / \   |
   +-+
...which means you can't have the left or right side of your body be
right up against colliding geometry in the level (axis aligned bounding
boxes are a pain, aren't they?).
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
Hmm,
I think I understand what your saying.
What if the movement left / right was limited to like 5 degrees? If they
moved 5 degrees right or left the entire body would move?
(sorry i just don't understand the axis aligned boxes yet )

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 6:26 PM
Subject: Re: [hlcoders] Player Position

r00t 3:16 wrote:
I have been playing around with the player position for my prone.
I believe that collision boxes (used around players) are axis aligned in
Half-Life2 (as they were in Half-Life1).  The collision box DOES NOT
rotate as the player rotates.  If you made this be the player collision
box when the player was prone (head facing North, feet facing South)...
   +---+
   | o |
   |/|\|
   | | |
   |/ \|
   +---+
...here is what you would see when the player turn 90 degrees to the
left...
   +---+
   |/  |/
  0|
   |\  |\
   |   |
   +---+
...notice the bounding box DOES NOT rotate along with the player.
If you are going to do a prone position you would make a bounding box
that looks like this...
   +-+
   |o|
   |   /|\   |
   |||
   |   / \   |
   +-+
...which means you can't have the left or right side of your body be
right up against colliding geometry in the level (axis aligned bounding
boxes are a pain, aren't they?).
--
Jeffrey botman Broome
___
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] Player Position

2005-01-13 Thread r00t 3:16
Actually cause things brings up another point, now that you show me this.
I am going to be making a lean  left / right also.
This would basically the same case when leaning and the bounding box would
need to be big enough to to the side the lean on.
Something like.
Lean left
+--+
|  0 |
|  /|\|
|   | |
|  /\ |
+--+
Lean Right
+---+
| 0|
| /|\   |
|  ||
| /\|
+---+

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 6:26 PM
Subject: Re: [hlcoders] Player Position

r00t 3:16 wrote:
I have been playing around with the player position for my prone.
I believe that collision boxes (used around players) are axis aligned in
Half-Life2 (as they were in Half-Life1).  The collision box DOES NOT
rotate as the player rotates.  If you made this be the player collision
box when the player was prone (head facing North, feet facing South)...
   +---+
   | o |
   |/|\|
   | | |
   |/ \|
   +---+
...here is what you would see when the player turn 90 degrees to the
left...
   +---+
   |/  |/
  0|
   |\  |\
   |   |
   +---+
...notice the bounding box DOES NOT rotate along with the player.
If you are going to do a prone position you would make a bounding box
that looks like this...
   +-+
   |o|
   |   /|\   |
   |||
   |   / \   |
   +-+
...which means you can't have the left or right side of your body be
right up against colliding geometry in the level (axis aligned bounding
boxes are a pain, aren't they?).
--
Jeffrey botman Broome
___
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] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote:
Hmm,
I think I understand what your saying.
What if the movement left / right was limited to like 5 degrees? If they
moved 5 degrees right or left the entire body would move?
(sorry i just don't understand the axis aligned boxes yet )
Axis aligned means that the edges of the box ALWAYS line up with the X 
Y axis in the map (the box doesn't rotate when the player rotates).  For
example, you can't have the collision box around  a player look like
this (top down view)...
 __
/ /^
   / / |
  / /  |
 / /   |
/_/| x-axis   y-axis 
...since the sloped side doesn't lie along the X axis (even if the
player was rotated 15 degrees clockwise).
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote:
Actually cause things brings up another point, now that you show me this.
I am going to be making a lean  left / right also.
This would basically the same case when leaning and the bounding box would
need to be big enough to to the side the lean on.
In most games, leaning is accomplished by sliding the camera out to the
right (when leaning right) or the left (when leaning left) and having an
animation that tilts the player's body to the right (or left).
Your animator would have to make sure that the player's hit boxes don't
extend outside the player's collision box when this lean animation is
taking place (assuming the Half-Life2 still uses collision box detection
first before trying to check for hit box collisions).
If the animation leans outside of the collision box, the hit boxes will
follow the bone positions in the skeletalmesh and people will shoot at
those bones (head, right arm, etc), but since the bones are outside
the collsion box, the player won't be hit (you have to hit the big
player collision box first, before it checks to see which hit box you
have hit).
As long as the width of your player collision box is wide enough so that
none of the animations will extend outside the collision box when those
animations are played, players should be able to be hit when they are
leaning left or right.
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Player Position

2005-01-13 Thread Justin Harvey
I haven't done lean yet for Source but how I did in the UT2004 version of my mod
was similar to what you said. To prevent players from leaning into walls(and
thus seeing through them etc) was to do a trace when trying to lean and while
leaning. As far as 3rd person, I did the lean animation in code, rotating from
a spine bone, I'm sure this can be done for Source as well with some set up in
the QC before compiling. It's always best to do as much as you can with out
involving artists ;).

--
www.neotokyohq.com


Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:


 In most games, leaning is accomplished by sliding the camera out to the
 right (when leaning right) or the left (when leaning left) and having an
 animation that tilts the player's body to the right (or left).





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



Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
Is there a console command to be able to see this bounding box?
So you can see exactly where it is located on the player, as well as other
objects?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Justin Harvey [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 7:35 PM
Subject: Re: [hlcoders] Player Position

I haven't done lean yet for Source but how I did in the UT2004 version of
my mod
was similar to what you said. To prevent players from leaning into
walls(and
thus seeing through them etc) was to do a trace when trying to lean and
while
leaning. As far as 3rd person, I did the lean animation in code, rotating
from
a spine bone, I'm sure this can be done for Source as well with some set
up in
the QC before compiling. It's always best to do as much as you can with
out
involving artists ;).
--
www.neotokyohq.com
Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
In most games, leaning is accomplished by sliding the camera out to the
right (when leaning right) or the left (when leaning left) and having an
animation that tilts the player's body to the right (or left).


___
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] Player Position

2005-01-13 Thread jeff broome
On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Is there a console command to be able to see this bounding box?
 So you can see exactly where it is located on the player, as well as other
 objects?

http://www.valve-erc.com/srcsdk/console/developer_console.html

Check some of the cl_ or r_ commands.

Jeffrey bortman Broome

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



Re: [hlcoders] Player Position

2005-01-13 Thread Ian Tyrrell
Hehehe, Bortman!
(sorry)
jeff broome wrote:
Jeffrey bortman Broome

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


Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
Ian Tyrrell wrote:
Hehehe, Bortman!
(sorry)
Yah!  Bort! Bort! Bort!
(hey, I can't type for shit.  i've been at work 65 hours this week
already and it's not even Friday yet).  Crunch time sucks!  Mind
thinking not clearly.  Sleep imminent.
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Player Position

2005-01-13 Thread Hasan Aljudy
ent_absbox player


On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Is there a console command to be able to see this bounding box?
 So you can see exactly where it is located on the player, as well as other
 objects?

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Justin Harvey [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, January 13, 2005 7:35 PM
 Subject: Re: [hlcoders] Player Position

 I haven't done lean yet for Source but how I did in the UT2004 version of
 my mod
  was similar to what you said. To prevent players from leaning into
  walls(and
  thus seeing through them etc) was to do a trace when trying to lean and
  while
  leaning. As far as 3rd person, I did the lean animation in code, rotating
  from
  a spine bone, I'm sure this can be done for Source as well with some set
  up in
  the QC before compiling. It's always best to do as much as you can with
  out
  involving artists ;).
 
  --
  www.neotokyohq.com
 
 
  Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
 
 
  In most games, leaning is accomplished by sliding the camera out to the
  right (when leaning right) or the left (when leaning left) and having an
  animation that tilts the player's body to the right (or left).
 
 
 
 
 
  ___
  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] Player Position

2005-01-13 Thread r00t 3:16
Ty,
I had to go do some reading up on axis bounding hitboxes :P
Thanks for the link.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: jeff broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 8:35 PM
Subject: Re: [hlcoders] Player Position

On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED]
wrote:
Is there a console command to be able to see this bounding box?
So you can see exactly where it is located on the player, as well as
other
objects?
http://www.valve-erc.com/srcsdk/console/developer_console.html
Check some of the cl_ or r_ commands.
Jeffrey bortman Broome
___
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] Player Position

2005-01-13 Thread r00t 3:16
Nevermind im an idiot lol
the bound box just needs to be big enough to hold the prone player no matter
what direction they turn.
As the box does not rotate with them
(thought it did sorry)
I just need to make it large enough to fit the player while prone
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 7:05 PM
Subject: Re: [hlcoders] Player Position

r00t 3:16 wrote:
Actually cause things brings up another point, now that you show me this.
I am going to be making a lean  left / right also.
This would basically the same case when leaning and the bounding box
would
need to be big enough to to the side the lean on.
In most games, leaning is accomplished by sliding the camera out to the
right (when leaning right) or the left (when leaning left) and having an
animation that tilts the player's body to the right (or left).
Your animator would have to make sure that the player's hit boxes don't
extend outside the player's collision box when this lean animation is
taking place (assuming the Half-Life2 still uses collision box detection
first before trying to check for hit box collisions).
If the animation leans outside of the collision box, the hit boxes will
follow the bone positions in the skeletalmesh and people will shoot at
those bones (head, right arm, etc), but since the bones are outside
the collsion box, the player won't be hit (you have to hit the big
player collision box first, before it checks to see which hit box you
have hit).
As long as the width of your player collision box is wide enough so that
none of the animations will extend outside the collision box when those
animations are played, players should be able to be hit when they are
leaning left or right.
--
Jeffrey botman Broome
___
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] Player Position

2005-01-13 Thread r00t 3:16
ok now that I can see what the bound box looks like.
Instead of change the player from | to ___
I think the bound box needs to be change.
Basically if you go into the game and type cl_ent_absbox 1
It will should you the bounding box while standing. That is basically what I
need for when the player is prone.
Currently (if you go crouch) I have something similar to the crouch probably
a little smaller actually.
If the bounding box needs to be around the entire player, this box will be
huge unless I can rotate it .
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 9:10 PM
Subject: Re: [hlcoders] Player Position

Ian Tyrrell wrote:
Hehehe, Bortman!
(sorry)
Yah!  Bort! Bort! Bort!
(hey, I can't type for shit.  i've been at work 65 hours this week
already and it's not even Friday yet).  Crunch time sucks!  Mind
thinking not clearly.  Sleep imminent.
--
Jeffrey botman Broome
___
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] Player Position

2005-01-13 Thread r00t 3:16
Actually I think I found maybe a possible solution to this.
If you load the map sdk_vehicles they change the box as the vehicle moves
around, probably will need to do something similar.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 10:32 PM
Subject: Re: [hlcoders] Player Position

ok now that I can see what the bound box looks like.
Instead of change the player from | to ___
I think the bound box needs to be change.
Basically if you go into the game and type cl_ent_absbox 1
It will should you the bounding box while standing. That is basically what
I
need for when the player is prone.
Currently (if you go crouch) I have something similar to the crouch
probably
a little smaller actually.
If the bounding box needs to be around the entire player, this box will be
huge unless I can rotate it .
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 9:10 PM
Subject: Re: [hlcoders] Player Position

Ian Tyrrell wrote:
Hehehe, Bortman!
(sorry)
Yah!  Bort! Bort! Bort!
(hey, I can't type for shit.  i've been at work 65 hours this week
already and it's not even Friday yet).  Crunch time sucks!  Mind
thinking not clearly.  Sleep imminent.
--
Jeffrey botman Broome
___
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