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in_main.cpp: CInput::CreateMove
This function fills out the members of a CUserCmd structure which represents
the player's input (regardless of the type of input device), the input is
then sent to the server and processed by game movement to clip
So you have the two vectors coming in on the client machine correct? To get
the best movement out of your information would be best to process it into a
CUserCmd which would be sent to the server and then would run through the
gamemovement code which would ensure certain constraints and this would
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Beat you to the punch!
Regards,
Paul
On Jan 31, 2008 2:10 PM, Christopher Harris [EMAIL PROTECTED] wrote:
So you have the two vectors coming in on the client machine correct? To
get
the best movement out of your information would be best
Does this mean, you would need to arrange the bouncd box lower?
IE
- - - - - - -- - - - -
| Player Prone |
|_ _ _ _ _ _ _ _|
Has other players would Bounce off the BOX when trying to jump over
the proned player:
---
| |
| |0
| |
Fods wrote:
Does this mean, you would need to arrange the bouncd box lower?
Yes. The crouched bounding box is lower than the standing bounding box.
The prone bounding box should be lower than the crouched bounding box
(after all, a prone player should be able to crawl under things that a
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 14, 2005 10:03 AM
Subject: Re: [hlcoders] Player Position
Fods wrote:
Does this mean, you would need to arrange the bouncd box lower?
Yes
r00t 3:16 wrote:
I have been playing around with the player position for my prone.
I believe that collision boxes (used around players) are axis aligned in
Half-Life2 (as they were in Half-Life1). The collision box DOES NOT
rotate as the player rotates. If you made this be the player collision
-
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 6:26 PM
Subject: Re: [hlcoders] Player Position
r00t 3:16 wrote:
I have been playing around with the player position for my prone.
I believe that collision boxes (used around
botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 6:26 PM
Subject: Re: [hlcoders] Player Position
r00t 3:16 wrote:
I have been playing around with the player position for my prone.
I believe that collision boxes (used around players) are axis aligned
r00t 3:16 wrote:
Hmm,
I think I understand what your saying.
What if the movement left / right was limited to like 5 degrees? If they
moved 5 degrees right or left the entire body would move?
(sorry i just don't understand the axis aligned boxes yet )
Axis aligned means that the edges of the box
r00t 3:16 wrote:
Actually cause things brings up another point, now that you show me this.
I am going to be making a lean left / right also.
This would basically the same case when leaning and the bounding box would
need to be big enough to to the side the lean on.
In most games, leaning is
I haven't done lean yet for Source but how I did in the UT2004 version of my mod
was similar to what you said. To prevent players from leaning into walls(and
thus seeing through them etc) was to do a trace when trying to lean and while
leaning. As far as 3rd person, I did the lean animation in
: Thursday, January 13, 2005 7:35 PM
Subject: Re: [hlcoders] Player Position
I haven't done lean yet for Source but how I did in the UT2004 version of
my mod
was similar to what you said. To prevent players from leaning into
walls(and
thus seeing through them etc) was to do a trace when trying to lean
On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
Is there a console command to be able to see this bounding box?
So you can see exactly where it is located on the player, as well as other
objects?
http://www.valve-erc.com/srcsdk/console/developer_console.html
Check some
Hehehe, Bortman!
(sorry)
jeff broome wrote:
Jeffrey bortman Broome
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Ian Tyrrell wrote:
Hehehe, Bortman!
(sorry)
Yah! Bort! Bort! Bort!
(hey, I can't type for shit. i've been at work 65 hours this week
already and it's not even Friday yet). Crunch time sucks! Mind
thinking not clearly. Sleep imminent.
--
Jeffrey botman Broome
- Original Message -
From: Justin Harvey [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 7:35 PM
Subject: Re: [hlcoders] Player Position
I haven't done lean yet for Source but how I did in the UT2004 version of
my mod
was similar to what you said
Ty,
I had to go do some reading up on axis bounding hitboxes :P
Thanks for the link.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: jeff broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 8:35 PM
Subject: Re: [hlcoders] Player
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 7:05 PM
Subject: Re: [hlcoders] Player Position
r00t 3:16 wrote:
Actually cause things brings up another point, now that you show me this.
I am going
: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 9:10 PM
Subject: Re: [hlcoders] Player Position
Ian Tyrrell wrote:
Hehehe, Bortman!
(sorry)
Yah! Bort! Bort! Bort!
(hey, I can't type for shit. i've been at work 65 hours this week
already
]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 13, 2005 10:32 PM
Subject: Re: [hlcoders] Player Position
ok now that I can see what the bound box looks like.
Instead of change the player from | to ___
I think the bound box needs to be change.
Basically if you go into the game and type
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