Re: [hlcoders] Keep first-person-view when killed

2006-07-24 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Yeah, I just assumed that Fabian was pointing out that ragdolls are simulated client side to make sure everyone realized that. You mod guys have it easy. Plugin writers don't get access to most of the stuff in the server dll's and, of course, not

Re: [hlcoders] Keep first-person-view when killed

2006-07-24 Thread Garry Newman
True, but the 3rd person death camera already follows a ragdoll (your clientside ragdoll). It should be simple enough to just keep placing the camera at the ragdoll's eyes rather than doing what it does for the 3rd person view (tracing a line from the center of it and placing the camera at the hit

Re: [hlcoders] Keep first-person-view when killed

2006-07-24 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] You can't do much server-side with a ragdoll besides remove it. Things like ->Teleport() won't work because the coordinates are not updated to the client since each client simulates the ragdoll separately and it's probably not in the same place on

Re: [hlcoders] Keep first-person-view when killed

2006-07-23 Thread Benjamin Davison
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/First_Person_Ragdolls Someone put up this a little while ago. On 7/23/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I call it in CViewRender::Re

Re: [hlcoders] Keep first-person-view when killed

2006-07-23 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] I call it in CViewRender::Render, like so: // copy the normal view, we don't want to modify this CViewSetup vRagdollView = m_View; g_pLocalRagdoll->GetAttachment( g_pLocalRagdoll->LookupAttachment( "Helmet" ),

Re: [hlcoders] Keep first-person-view when killed

2006-07-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I can do that.. The only thing I want to know is where do I need to call LookupAttachment so I can get the position and angles of the eyes On 7/23/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alte

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] I've also done this before, via a handle to the local players ragdoll when they die and overriding the viewangles in the view setup code. The clipping thing isn't a problem as the view is setup to fade to black pretty quickly. Might make a tutori

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Jed
We've had this in Ham and Jam for a while now and posted a vid of it in HL2MP here: http://media.putfile.com/First-Person-Ragdoll--FRAGDOLL The only problem is the default HL2 ragdoll physics doesn't do it justice and you really need to tweak them to set more realistic weights and contraints so

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread ging
I did this a couple of weeks ago, it does look awesome (we'll be dropping a video of it in a week or so). We managed it by using an attachment on the model that could be used to get position / orientation for the observer view. A bit of fiddling with the observer code so it used the attachment whe

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Garry Newman
Huh, what difference does that make? On 7/22/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote: But pay attention that ragdolls are normally only clientside. On 7/22/06, Garry Newman <[EMAIL PROTECTED]> wrote: > It shouldn't be too hard.. > > You can get the rough position of the ragdoll's eyes by

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] The classname of cl_dll/ragdoll.cpp is CRagdoll. I suppose it's a little mistake... On 7/22/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote: > > But pay attention that ragdolls are normally only clientside. > > On 7/22/06, Garry Newman <[EMAIL PROT

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Fabian Schreyer
But pay attention that ragdolls are normally only clientside. On 7/22/06, Garry Newman <[EMAIL PROTECTED]> wrote: It shouldn't be too hard.. You can get the rough position of the ragdoll's eyes by looking up the "eyes" attachment on the ragdoll. Should be easy enough to force the camera there i

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Well, the next question would be: Where can I find that nice pointer to call LookupAttachment() at... The class CRagdoll is a mess... On 7/22/06, Garry Newman < [EMAIL PROTECTED]> wrote: > > It shouldn't be too hard.. > > You can get the rough po

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Garry Newman
It shouldn't be too hard.. You can get the rough position of the ragdoll's eyes by looking up the "eyes" attachment on the ragdoll. Should be easy enough to force the camera there instead of doing the third person view around it.. On 7/22/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: -- [