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
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
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
: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
When I do that I get an error: 'C_basecombatweapon' : invalid target type
for dynamic_cast
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He forgot an asterisk.
C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** ( this );
--
Jorge Vino Rodriguez
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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
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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
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
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
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.
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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
: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
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
: [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
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
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
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
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
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
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
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
, 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
-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
();
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
-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
: [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?
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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.
--
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
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
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
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
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
I believe the view model uses an animation event instead of being triggered
by code.
--
Jorge Vino Rodriguez
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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
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,
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
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
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
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