Hi Guys,
I would like to make a player temporarily non-solid to everything except map
architecture and tried the following;
pPlayer-SetSolid(SOLID_NONE);
pPlayer-SetCollisionGroup(COLLISION_GROUP_NONE);
if(pPlayer-VPhysicsGetObject())
pPlayer-VPhysicsGetObject()-EnableCollisions(false);
Yeah, you are right.
And I would like to know for a that man which was engaged in the question
of look at.
did you succeeded to do that a player looked on noted objects?
From: Christopher Harris [EMAIL PROTECTED]
Subject: Re: [hlcoders] IK for player
He wants to know how to implement IK
Instead of changing the players collision group I would suggest trying to
change is collision rules in ShouldCollide when he needs to change. VPhysics
will collide with only things the game dlls say it should also so disabling
physics collisions is redundant. I do temporary enabled collisions in
A player probably does not respond to lookat because a player will be using the
code in the clientside that tells it to run through players nearby and pick one
to look at if it is close enough.
I know npcs will use the lookat command in a scene file so it may be a good
place to see how they
Player collisions aren't that simple because there are multiple systems for
them.
There are three systems that interact with player collisions:
Gamemovement - the player sweeps a box through the world, hitting things that
are solid. This is where the player's movement happens. If you want to
Hi all,
I know we can send information from client to server using
engine-ClientCmd(szCmd). But I would like to understand is how it
is possible to send informations (short information) differently. In
fact, like it is done to send what key you pressed for example. I
don't speak about adding
engine-ClientCmd() is equivalent to typing something into your console. A
faster way to type something into your console is to bind a key to it.
There's really nothing that ClientCmd() can send that can't be sent by
binding it to a key somehow.
--
Jorge Vino Rodriguez
Is all of that data on the wiki?? Because if it isn't someone should
put it there
On Fri, Dec 5, 2008 at 3:14 PM, Jay Stelly [EMAIL PROTECTED] wrote:
Player collisions aren't that simple because there are multiple systems for
them.
There are three systems that interact with player
You could mod the CUserCMD class I believe so that it is capable of holding
extra data, like at the very end have a bit to indicate whether there is
more data to be read or not. The issue you could have with that is the
chance of the information never arrive or being discarded for being too late
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