Re: [hlcoders] Muzzle flash issue

2008-10-11 Thread Luke Smith
Sorry dont meen to be a pain I am trying to use my brain :) (little poem brewing there) anyways yeah I had been trying to debug it but it wasnt breaking anywhere. The code got really messy so I scrapped it and started again the other way around checking your dynamic_cast (still dont understand

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Luke Smith
Thats what I'm trying to do yeah. but its not the muzzle flash. There are two events for that one for player and one for npc so thats no problem. This is with regard to the ejectbrass1 event that handles the ejecting the shells when firing weapons. My entire case looks like this. case

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
to the local players weapon. -archy Original-Nachricht Datum: Fri, 10 Oct 2008 16:07:17 +0100 Von: Luke Smith [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue Thats what I'm trying to do yeah. but its

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
:41 +0200 Von: Julian Moschüring [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue As I said. Look at the definition of GetActiveWeapon in c_basecombatweapon.cpp. GetActiveWeapon always returns the active

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Luke Smith
When I do that I get an error: 'C_basecombatweapon' : invalid target type for dynamic_cast ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Jorge Rodriguez
He forgot an asterisk. C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** ( this ); -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Tony Sergi
To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue He forgot an asterisk. C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** ( this ); -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Luke Smith
Hmm this is odd. The enemy's eject brass is working but not the player. Thing is that meens that its getting past bool bIsLocalPlayer = pPlayer pPlayer == pOwner; if ( bIsLocalPlayer ) otherwise it would go to the else and play the normal ejectbrass which the enemy is using so somehow its not

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
Debug it? Original-Nachricht Datum: Sat, 11 Oct 2008 00:00:03 +0100 Von: Luke Smith [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue Hmm this is odd. The enemy's eject brass is working

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Jorge Rodriguez
In Nethack terminology: a What do you want to use or apply? w You open a bag called brainsack. Do what? o Take out what type of objects? h Take out what tool? b b - your brain. a What do you want to use or apply? b You are now using your brain. Good luck. -- Jorge Vino Rodriguez

Re: [hlcoders] Muzzle flash issue

2008-10-09 Thread Luke Smith
Thanks, that stopped it crashing but it seems it hasnt worked at all when the enemy fires the brass is ejected from the players weapon. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Luke Smith
What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being used by the local player? I was trying this but it

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Jonas 'Sortie' Termansen
:02 PM Subject: Re: [hlcoders] Muzzle flash issue What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
with the local player. - Original Message - From: Luke Smith [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 08, 2008 2:02 PM Subject: Re: [hlcoders] Muzzle flash issue What does the event code look like in OB

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Tony Sergi
: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-08-08 10:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue The Event code for OB now looks like this. (This is after applying Tony's code) http://pastebin.ca/1222734 On Wed, Oct 8

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue The Event code for OB now looks like this. (This is after applying Tony's code) http://pastebin.ca/1222734 On Wed, Oct 8, 2008 at 6:51 AM, Jonas 'Sortie' Termansen [EMAIL PROTECTED]wrote: Your code just checks

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
Programming Subject: Re: [hlcoders] Muzzle flash issue The Event code for OB now looks like this. (This is after applying Tony's code) http://pastebin.ca/1222734 On Wed, Oct 8, 2008 at 6:51 AM, Jonas 'Sortie' Termansen [EMAIL PROTECTED]wrote: Your code just checks if there is a local

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Luke Smith
I'm trying this to check if the ejectbrass event is called by the player and it compiles fine but then when I run the game and load the map it crashes. Note that usually as soon as you spawn in this map the enemey starts firing straight away. am I doing something wrong here? C_BaseCombatWeapon

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
Naw this is just caused by third person in general i think. Also no I undid all that code, I'm just using the engine's already built in third person. On Wed, Oct 8, 2008 at 6:00 PM, Luke Smith [EMAIL PROTECTED] wrote: I'm trying this to check if the ejectbrass event is called by the player

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:25 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
Programming Subject: Re: [hlcoders] Muzzle flash issue I've followed Tony's code, and it hasn't helped. If anything it has made it worse. Any ideas? On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED] wrote: Just Realised that I had put a check if thirdperson in the c_baseviewmodel

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
, as that event will never get called. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:36 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
(); return; } -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:54 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue -Edit: Hit space on accident, gmail sent

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
: Re: [hlcoders] Muzzle flash issue -Edit: Hit space on accident, gmail sent the (uncomplete) message, sorry. Now following http://developer.valvesoftware.com/wiki/Third_Person_Camera, will send an email back when I finish. On Tue, Oct 7, 2008 at 7:53 PM, Matt Hoffman [EMAIL PROTECTED]wrote

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 11:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue A side question: Can we use TF2 Shaders in our OB Mods? ___ To unsubscribe

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Jorge Rodriguez
Most of the cool shaders on the character models that you probably want to use are already available through the material properties of whatever material you skin your player model with. The neat looking shadows are done with $lightwarptexture and the rim lighting with $rimlight and so on. --

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
That answered my question, thanks. I'm trying to go for a Cartooney-robot world feel, and TF2 is the perfect example of cartooney, while still being (semi) realistic. On Tue, Oct 7, 2008 at 8:20 PM, Jorge Rodriguez [EMAIL PROTECTED] wrote: Most of the cool shaders on the character models that

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
I have now applied Tony's code, on HL2MP Orangebox code. I've rolled back all my thirdperson camera changes, so it's using the engine's third person. I still have three muzzleflashes showing up. One on the gun. One off the players back. One below the gun And everynow and then one massivly

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Michael Chang
will never get called. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: October-07-08 10:36 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Matt Hoffman
PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue Orangebox HL2DM. On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED] wrote: Which source are you using? -Tony -Original Message- From: [EMAIL

Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Luke Smith
Is that because the view model has ValveBiped.Muzzle and the world model has ValveBiped.Weapon_Bone.Muzzle ? I can find any specific place where muzzle is actually referenced. Also can I do: GetAttachment( LookupAttachment( Weapon_Bone.muzzle ) regards, Luke On Mon, Oct 6, 2008 at 12:14

Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Jorge Rodriguez
I believe the view model uses an animation event instead of being triggered by code. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Tony Sergi
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: October-06-08 12:44 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Muzzle flash issue I believe the view model uses an animation event instead of being triggered by code. -- Jorge Vino Rodriguez

Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Luke Smith
I made the changes you showed however I am using the singer player codebase. Is there something I should put intead of #if defined ( HL2MP )? Also do I need to use this: C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin,

Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Luke Smith
Just Realised that I had put a check if thirdperson in the c_baseviewmodel fire event and exited. I deleted that and got rid of that and it works perfectly. Thank you so much for your help. On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED] wrote: I made the changes you showed

[hlcoders] Muzzle flash issue

2008-10-05 Thread Luke Smith
I'm having an issue getting muzzle flashes to work in thirdperson. Devin from the synergy mod told me to check whether in thirdperson mode (whithin c_baseviewmodel.cpp) and to exit out the function if true. This worked in as much as the muzzle flash didnt show in thirdperson but there wasnt one

Re: [hlcoders] Muzzle flash issue

2008-10-05 Thread Ryan Sheffer
in c_baseanimating you will need to change the bone attachment depending if the player is in third person. All third person effects need to re-enabled for the local player if they are in third person. All first person effects need to be disabled for local player is third person. c_baseanimating