[hlcoders] Player solidity

2008-12-05 Thread Rob Harwood
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);

Re: [hlcoders] IK for player (red box)

2008-12-05 Thread red box
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

Re: [hlcoders] Player solidity

2008-12-05 Thread Christopher Harris
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

Re: [hlcoders] IK for player (red box)

2008-12-05 Thread Christopher Harris
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

Re: [hlcoders] Player solidity

2008-12-05 Thread Jay Stelly
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

[hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-05 Thread Janek
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

Re: [hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-05 Thread Jorge Rodriguez
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

Re: [hlcoders] Player solidity

2008-12-05 Thread Nick
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

Re: [hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-05 Thread Andrew Ritchie
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