Nah, that's done by the modules which define the ConCommands/ConVars.
Most of the autocomplete ones reside in the engine.dll. The console
vgui UI stuff is all in gameui.dll.
Yahn
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I've a similar problem with player models actually when it comes to
bounds for prone. They are always square and always orientated north
so using a rectangular bounding box doesnt work as it doesn't rotate
with the player.
Just out of curiousity, is there anything that the HL2 Jeep uses that
Well thanks for the feedback. I've actually managed to find the
answers to a few of these myself but uncover a couple of odd issues
I'll bring up in another message.
That said, for the sake of the archive I'll answer some of my own questions:
1) I just wonder if anything in HLDS is needed to
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Vehicles use 5 physics objects, 1 for each tire and then the body. Physics
objects are always obeying the laws of physics, so your control over them is
not as precise as could be.
On 12/22/06, Jed [EMAIL PROTECTED] wrote:
I've a similar
The easiest way to reduce the cost of vehicles would be to remove the
wheels. Just use ray traces to find the wheel contacts and write your
own simulation for the suspension dynamics (I'm assuming you're doing
that anyway if you've got some kind of SOLID_BBOX car going). The
airboat does this in
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How bout a SOLID_SPHERE , that would be so much cooler, I'd be able to get
my real point of origin on the ground at all times, and I could think of
many other uses for it, I don't know what kind of tracing that would require
but the havok engine
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