Ah, that is a much better solution. I will do that instead. Thank you.
2009/7/8 Jorge Rodriguez bs.v...@gmail.com
That's not quite what I meant, but if it works, good.
I meant to put similar code in the client-side portion of the flag entity.
For example, here's something out of my game:
:X
-Kohan
Date: Tue, 7 Jul 2009 23:16:32 +0200
From: fridell.e...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Unintended Rotation of Parented Props
I have a similar problem. I did this in the episode1 code and it worked
perfect. It didnt care about
That's not quite what I meant, but if it works, good.
I meant to put similar code in the client-side portion of the flag entity.
For example, here's something out of my game:
int C_InfoObjective::DrawModel( int flags )
{
Vector vecDirection = CurrentViewOrigin() - GetAbsOrigin();
QAngle
You can find all names of bones and attachments using HLMV, under bones and
attachment tabs respectively.
~M
FollowEntity(pPlayer, false) produces no different effect, and using 'true'
puts the flag at the base of the player, and it still rotates with the
player's view, albeit around that
I have a similar problem. I did this in the episode1 code and it worked
perfect. It didnt care about the player's pitch. But now when I moved over
to OB I have the same problem as you do.
2009/7/7 Michael Chang flux.black...@gmail.com
You can find all names of bones and attachments using HLMV,
Yeah, that does seem to be the problem, because the code used in the Ep1
iteration of the mod uses the same code and it works fine :X
-Kohan
Date: Tue, 7 Jul 2009 23:16:32 +0200
From: fridell.e...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Unintended Rotation
: Monday, July 06, 2009 11:45 AM
To: hlcoders hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Unintended Rotation of Parented Props
(Sorry, forgot to rename the reply ^^;)
FollowEntity(pPlayer, false) produces no different effect, and using
'true' puts the flag at the base of the player
--
From: Kohan Venets idr...@hotmail.com
Sent: Monday, July 06, 2009 11:45 AM
To: hlcoders hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Unintended Rotation of Parented Props
(Sorry, forgot to rename the reply ^^;)
FollowEntity(pPlayer, false) produces no different
or
prop_ornament as I recall.
Jay
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
Kohan Venets
Sent: Saturday, July 04, 2009 10:57 PM
To: hlcoders
Subject: Re: [hlcoders] Unintended Rotation of Parented
Try
pFlag-FollowEntity(pPlayer, false);
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Stelly
Sent: Sunday, 5 July 2009 4:13 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Unintended
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Stelly
Sent: Sunday, 5 July 2009 4:13 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Unintended Rotation of Parented Props
I'm not looking at the code at the moment but as I recall you can add an
attachment
Uh... How would I do that? To clarify, I mean that the flag rotates *around
the player*. As in, it hovers 100 units above the player's head when the
player is looking forward, and if the player is looking straight down it hovers
100 units directly in front of the player. It rotates with
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