Re: [hlcoders] Passing sound from player to grenade entity?

2008-11-02 Thread Yorg Kuijs
Been thinking about it and, could it be that after the entity is created the new settings (to turn visible and stop following player) are simply not added to the entity.. so basically I can't change the existing entity(at least not after weapon creation) sooo is there anyway I can pass on

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-31 Thread Yorg Kuijs
Well, took a bit of a more carefull approach and think the most important part is ready. Now the harder part I don't really know if I'm doing it right. Well first up my events look like this now: case EVENT_WEAPON_SEQUENCE_FINISHED: m_fDrawbackFinished = true;

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-31 Thread Yorg Kuijs
nevermind the first, I was to hung up on trying to do it the grenade entity that I forgot I could do it in the weapon file but it still doesn't work though. Tried the following in the functions for throwing, rolling, etc: if ( !fThrewGrenade ) {

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-31 Thread Jorge Rodriguez
Those functions should both work just fine. May I suggest: Use the debugger and figure it out? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-31 Thread Yorg Kuijs
debugger is this?: http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code if so that doesn't help lol o.0 anyone willing to take a peek at the code? Jorge Rodriguez wrote: Those functions should both work just fine. May I suggest: Use the debugger and figure it out?

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-30 Thread Yorg Kuijs
Hmmm I'm a bit stuck, I tried something out and I think it can work but I don't know if I'm doing it right. In the weapon file there's a bool in the area of the events used to determine if the grenade was thrown, I moved it's declaration on top of the file along with the rest of the variables

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-29 Thread Yorg Kuijs
Hey list, well I think I got the part of checking if it's thrown in the entity now, but I still don't know how to create the entity before hand while still being able to different throws. I tried a rather dumb approach of using a switch that failed horribly, so I was wondering if anyone had

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-29 Thread Tony Sergi
Programming Subject: Re: [hlcoders] Passing sound from player to grenade entity? Hey list, well I think I got the part of checking if it's thrown in the entity now, but I still don't know how to create the entity before hand while still being able to different throws. I tried a rather dumb approach

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-29 Thread Tony Sergi
going to do with the thing. -Tony -Original Message- From: Tony Sergi Sent: Wednesday, October 29, 2008 1:43 PM To: 'Discussion of Half-Life Programming' Subject: RE: [hlcoders] Passing sound from player to grenade entity? It's really simple. Modify the throw function that's

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-28 Thread Yorg Kuijs
Been at it for about a day and I can't really find a way to check for if the grenade is thrown or not and changing between the entity following the player or been thrown away. I can do one or the other, I can also do it by having it create but that's not what I want. The velocity is defined in

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-28 Thread Tom Leighton
Create a new function / variable and set that when it is thrown, so in your checks just check whether that is set or not? Maybe SetThrown and a variable bool m_bThrown; Yorg Kuijs wrote: Been at it for about a day and I can't really find a way to check for if the grenade is thrown or not

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-28 Thread Jorge Rodriguez
Better yet, create a Throw() function in the grenade class to remove the entity following, set m_bThrown, turn the entity visible, turn on the pretty lights, notify the aliens, fasten the seatbelts, seal all entrances and exits, close all shops in the mall, cancel the three ring circus, secure all

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
That's what I meant to do, I'm not to great at explaining things :P Tom Leighton wrote: Could you not create your grenade, spawn it, but not render it and keep it parented to the player until thrown? (Another of Tom's bad ideas...) ___ To

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
So been at it for a while and I have no idea how to parent it to the player, are there any examples of entities parenting to a player like this? Can't find anything about parenting on entities besides doing it for maps, nothing for coding though. ___

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
Normally what's used is what's called a bone merge, but something like that isn't really necessary in this case. Probably the easiest way is to have in the grenade's think function it call SetAbsOrigin(GetOwner()-WorldSpaceCenter()); every frame until it is thrown. -- Jorge Vino Rodriguez

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
That can be done through events right? Well will try it sometime soon and find out I guess Jorge Rodriguez wrote: Normally what's used is what's called a bone merge, but something like that isn't really necessary in this case. Probably the easiest way is to have in the grenade's think function

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
Events? Animation events? No, I wouldn't think so. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Yorg Kuijs
ok so how do I make it do that with frames then? Only worked with animation events to do things based on frames. Jorge Rodriguez wrote: Events? Animation events? No, I wouldn't think so. ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
Animation frames and simulation frames are different, I was talking simulation frames. An entity's think function gets called ten times a second. Not quite every simulation frame, but you know, whatever. Anyway all of that is moot, what I was trying to say is, put something like this in your

[hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Yorg Kuijs
Hey list, stumbled on 2 annoying problems, my grenade timer starts from the viewmodel and as such the sounds that go along with it must be started along with it. I've turned the sound into a single .wav, for another grenade goes the same but that one has a countdown sound that can't be simple

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Jorge Rodriguez
As I was reading your problem, that's the solution that came into my head at first. It's totally possible, it might require some leg work for a non-veteran, but it's not something out of the ordinary. -- Jorge Vino Rodriguez ___ To unsubscribe, edit

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Tom Leighton
Why not do what the HL2 Grenade does? Create the sound with the grenade entity, so that when you create a new one and then spawn it, it will start the sound. The sound will then travel with the entity. Jorge Rodriguez wrote: As I was reading your problem, that's the solution that came into my

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Yorg Kuijs
No, Tom it wouldn't, the entity is created when thrown but the timer starts when the pin is pulled, in the meantime you can still hold a grenade until it blows, if you would release it late then the sound starts when it already explodes. But like you said, starting the sound with the entity is

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Tom Leighton
Could you not create your grenade, spawn it, but not render it and keep it parented to the player until thrown? (Another of Tom's bad ideas...) Yorg Kuijs wrote: No, Tom it wouldn't, the entity is created when thrown but the timer starts when the pin is pulled, in the meantime you can still

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Ryan Sheffer
Just create a sound instance and pass it onto the new ent once its thrown. The fast zombies use them for example. I am pretty sure its the only way to keep a control pointer to a sound on the engine. On Sun, Oct 26, 2008 at 1:30 PM, Tom Leighton [EMAIL PROTECTED]wrote: Could you not create your