For manipulating the camera try looking at in_camera.cpp, ultimatly
you would change m_vecCameraOffset which happens to be a vector but
apparently (according to my humble understanding) it's used as an
angle.
I'll assume at this point the eye-angle is set as if the player is
walking normally
Simply build the camera matrix directly.
You can build forward, up and right from just the up vector. The up
vector will be the normal of the wall and the forward vector will be
the direction the player is facing. To get the right vector, just
take the cross product of up CROSS forward. Now you
Hello all,
Let me get straight down to the point; i'm trying to let my bots
(created in a server plugin, using CreateFakeClient in CS: SOURCE) aim
at a specific vector. I have tried first to find a function that could
even make change their aiming. So i dug into the SDK and found several
Are Client Alias's sent directly to the server?
I have weapons restrictions and tray buy awp when its restricted.
I have a client alias awp buy awp
if I type awp in console for source it bypass's the client command
altogether and still allows a awp to be bought.
No, this is a bug that needs fixing immediately, to maximise the
effectivness of plugins :(
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
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I want to create a menu which contains multiple frames (drag around, overlap
etc like the main menu) and I don't know which baseclass to use as the
parent (in order to gain mouse control)
I obviously can't use a fullscreen Frame because as soon as I click this it
will come into focus ontop of the
I'd like to make a box using a prop_physics, but I'd also like to make
sure that it always lands with the same side facing upwards. Is there
a way to set angles so that when it lands it saves them, or possibly a
way to fix it after it lands so that the side I want is facing up?
I've subclassed
It depends on what you want to have happen. If you want to pop the box
back to some orientation, then you can just save the angles and teleport
the object when it comes to rest.
Otherwise you may be able to achieve something like what you want using
a ragdoll constraint (with no translational
You want a Frame, it's a base level container for controls. Just don't
make your frame the size of the screen :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maurino
Berry Sent: Thursday, January 06, 2005 7:06 AM To:
Another thing I have seen (Tis a bit OT) but in hammer there seems to
be a lightmap grid option, does valve have some kind of lightmap
previewer up their sleeves?
On Thu, 6 Jan 2005 09:59:14 -0800, karlthepagan [EMAIL PROTECTED] wrote:
I see all the VMPI headers and many tantilizing
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Hi, what happens after you run your game for the first time via the steam
menu? Because i got the latest code, compiled it, then tried to run
run_mod.bat and it crashed with the following error:
Failed
OK - got it to work. For the benefit of anyone else trying to use VC++6.0:
- Installed SP5
(http://msdn.microsoft.com/vstudio/downloads/updates/sp/vs6/sp5/default.aspx
)
- Tried to install processor pack but if failed because it won't install on
standard edition. If you don't have the standard
Mark Ingram wrote:
After speaking on wavelength someone told me to load it first from the steam
menu, i tried that, it crashed out saying that i was running a debug build,
then gave me an unhandled exception. After that i ran the mod via
run_bat.bat again and it worked fine! Loaded up first time
Where is this camera with the different vectors? I don't see it anywhere..
ran searches, etc.
Message: 3
Date: Thu, 6 Jan 2005 01:00:01 -0800
From: David Byttow [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Rotating the view angles (roll?)
Reply-To:
Just curious - what people are responsible for programming our beloved
Steam? ;)
Regards,
Vyacheslav Dzhurahttp://www.hl2source.com
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The batch file has -allowdebug in the command line, which (as you may
have guess) allows debug dll's to be ran. This command line parameter
isn't there when you double click from the 3rd party games list.
--
Russell DOOManiac Weed
--
[EMAIL PROTECTED]
DOOManiac wrote:
The batch file has -allowdebug in the command line, which (as you may
have guess) allows debug dll's to be ran. This command line parameter
isn't there when you double click from the 3rd party games list.
True, but the main problem is that if you Create a brand new MOD, and
don't
Actually, I found it. View.cpp
Message: 3
Date: Thu, 6 Jan 2005 01:00:01 -0800
From: David Byttow [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Rotating the view angles (roll?)
Reply-To: hlcoders@list.valvesoftware.com
Simply build the camera matrix directly.
You
I forgot to mention, it's very possible that the up and forward
vectors will not be orthonogonal to each other. So, here's what you
can do...
camera.forward = player.forward
camera.right = wall.normal CROSS camera.forward
camera.right.Normalize();
camera.up = camera.forward CROSS camera.right
Thanks!!
loading times are now SIGNIFICANTLY smaller.
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lol, yeah I saw that.
not sure what it's about though
On Thu, 6 Jan 2005 22:29:05 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
gamemovement.cpp
around line 677
//!!HACK HACK: Adrian - slow down all player movement by this factor.
//!!Blame Yahn for this one.
Thought that was kind of funny :P
Sorry for the double post.
Thanks Jay, thats exactly what I was looking for!
On Thu, 6 Jan 2005 10:17:19 -0800, Jay Stelly [EMAIL PROTECTED] wrote:
It depends on what you want to have happen. If you want to pop the box
back to some orientation, then you can just save the angles and teleport
I think Adrian was trying to get the HL2 teleporter sequence to feel
lethargic so I told him to scale all of the player movement... :)
Something like that
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Thursday, January 06, 2005
Something like that...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Thursday, January 06, 2005 9:00 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Blame Yahn for this one?
I think Adrian was trying to get the HL2
Haha I thought it was quite funny lol...
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Yahn Bernier [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 12:00 AM
Subject: RE: [hlcoders] Blame Yahn for this one?
I think Adrian was trying
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