Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Luke Smith
What does the event code look like in OB? or is that what you updated with what was posted earlier? on another note I got the eject brass to work but it ejects brass from my gun when the enemy fires. How can I do a check to see if it is being used by the local player? I was trying this but it

[hlcoders] model import

2008-10-08 Thread Laskoran
Hello, (I'm sorry if you already got this mail but it seems that my first mail hasn't reached the list) I’m currently working on importing HL2 maps into my tool that generates a navigation graph for my Half-Life 2 bot. Importing the bsp-file works just fine but I have some trouble with

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Jonas 'Sortie' Termansen
Your code just checks if there is a local player. (Always true) Try compare the owner of the weapon with the local player. - Original Message - From: Luke Smith [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 08, 2008

Re: [hlcoders] model import

2008-10-08 Thread Jonas 'Sortie' Termansen
Looks like your vertexes seem right, since the Train has the right shape. That must mean the indices are incorrect, maybe a wrong offset in the array, perhaps it's 0 or 1 based? Try a few things and see how they work out. Also, NEVER link to my.php on ImageShack. Makes my popup blocker go

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
The Event code for OB now looks like this. (This is after applying Tony's code) http://pastebin.ca/1222734 On Wed, Oct 8, 2008 at 6:51 AM, Jonas 'Sortie' Termansen [EMAIL PROTECTED]wrote: Your code just checks if there is a local player. (Always true) Try compare the owner of the weapon with

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Tony Sergi
Well, you got up to if (!pWeapon) break; but you didn't dispatch the muzzleflash on the weapon there, as you missed the next two lines that actually dispatch the third person muzzle, and terminate the call so the first person one doesn't go through. -Tony -Original Message- From:

Re: [hlcoders] model import

2008-10-08 Thread Laskoran
Unfortunately the indices' format looks right. For example I got 216 vertices and the range of indices goes from 0 to 215, so this fits pretty well. Original-Nachricht Datum: Wed, 8 Oct 2008 15:55:44 +0200 Von: Jonas \'Sortie\' Termansen [EMAIL PROTECTED] An: Discussion of

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
'Doh, that's what I get for stopping in the middle of stuff. Thanks a ton, will go try it when I get home. On Wed, Oct 8, 2008 at 9:30 AM, Tony Sergi [EMAIL PROTECTED] wrote: Well, you got up to if (!pWeapon) break; but you didn't dispatch the muzzleflash on the weapon there, as you missed the

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
Spot on, that solved it. Thanks! Is there anyway to fix the minute lag before your crosshair updates as you rotate? When you rotate, the crosshair jumps and generally shows signs of lagginess in almost any situation. On Wed, Oct 8, 2008 at 2:57 PM, Matt Hoffman [EMAIL PROTECTED]wrote: 'Doh,

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Luke Smith
I'm trying this to check if the ejectbrass event is called by the player and it compiles fine but then when I run the game and load the map it crashes. Note that usually as soon as you spawn in this map the enemey starts firing straight away. am I doing something wrong here? C_BaseCombatWeapon

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Matt Hoffman
Naw this is just caused by third person in general i think. Also no I undid all that code, I'm just using the engine's already built in third person. On Wed, Oct 8, 2008 at 6:00 PM, Luke Smith [EMAIL PROTECTED] wrote: I'm trying this to check if the ejectbrass event is called by the player