Yes, but after you get past that and a few other problems of
respawning in PlayerDeathThink, and fixing a problem with the
Acceleration function in gamemovemet cpp file, you will not be able to
move. I don't understand this myself because I have stepped through
the move code it looks like its
Okay, I managed to get the bug again (happend when I fired an RPG at
someone)
I did physics_debug_entity on it and got:
Entity prop_physics (prop_physics)
Object: models/sf/bmetallbb_04.mdl
Mass: 50.0 (inv 0.020)
Inertia: 6.64, 6.64, 6.64 (inv 0.151, 0.151, 0.151)
Velocity: -14.49, 457.69, -215.84
Oh, I forgot to mention, the objects* DO* freeze, but this doesn't help
the bounciness.
Okay, I managed to get the bug again (happend when I fired an RPG at
someone)
I did physics_debug_entity on it and got:
Entity prop_physics (prop_physics)
Object: models/sf/bmetallbb_04.mdl
Mass: 50.0 (inv
Sorry for the 3 posts but I think I've found what it is.
It seems to be removing the friction controllers.
On a working entity, it has 5 controllers:
4) sys:friction
3) sys:friction
2) sys:friction
1) vphysics:drag
0) sys:gravity
On a messed up one, it has 2:
1) vphysics:drag
0) sys:gravity
So
It will only have friction controllers if it's in contact with another
object. If it's flying/falling then drag+gravity only is normal.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
Sent: Sunday, March 13, 2005 8:10 AM
To:
The object was on the floor (well, sticking in) at the time.
It will only have friction controllers if it's in contact with another
object. If it's flying/falling then drag+gravity only is normal.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
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Snippet from my SRCDS's modevent.res for CS:S:
hostage_rescued
{
userid short // player who rescued the
hostage
hostage short// hostage entity index
siteshort
You obviously didn't recheck my code, it now is:
void SVGPanel::Paint()
{
if (!m_pImage-SVGLoaded())
return;
int wide,tall;
BaseClass::GetSize(wide,tall);
if (m_iTexture!=-1)
surface()-DrawSetTextureRGBA(m_iTexture, (unsigned char
In fact, the only value of the three that -can- be pulled from the KeyEvent is
userid. The rescue
site index returns 0 no matter what site it is as well.
I'm developing a workaround at the moment...
-- Roy Kylratix Laurie
HalfLifeTwoDev (http://www.hl2dev.com/)
On 13 Mar 2005 at 11:06, Roy
Hey,
I just experienced this on a HL2MP server. It was fine one second then it
was like this. I have experienced this once or twice while making Garry's
Mod too - but I assumed it was something I'd done.
I managed to capture a demo if that will help you guys debug it somehow.
Currently, I have a useable workaround.
Here's my way:
Dynamic array of hostages and associated interacting players (those who enact
hostage_follow).
Load a dynamic array of edict_t* pointing to rescue points, found by iterating
the entity list at
ServerActivate and looking for
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Hi,
i searching, how we can use Colors in the Menu (ShowMenu)
On Half-Life 1 it was \w and \y and other but how can i use the colors in HL2
Mods ?
I hope anybody can help me!
THANKS !
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