Re: [hlcoders] Player position and view direction

2008-01-31 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] Player position and view direction

2008-01-31 Thread Christopher Harris
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

Re: [hlcoders] Player position and view direction

2008-01-31 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Player Position

2005-01-14 Thread Fods
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 | |

Re: [hlcoders] Player Position

2005-01-14 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Player Position

2005-01-14 Thread r00t 3:16
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

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
- 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

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
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

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Player Position

2005-01-13 Thread Justin Harvey
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

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
: 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

Re: [hlcoders] Player Position

2005-01-13 Thread jeff broome
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

Re: [hlcoders] Player Position

2005-01-13 Thread Ian Tyrrell
Hehehe, Bortman! (sorry) jeff broome wrote: Jeffrey bortman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player Position

2005-01-13 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Player Position

2005-01-13 Thread Hasan Aljudy
- 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

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
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

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
- 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

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
: 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

Re: [hlcoders] Player Position

2005-01-13 Thread r00t 3:16
] 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