--
[ Picked text/plain from multipart/alternative ]
Since networking these entities don't put any stress on the server while
it's running (only sent on connection), it'd be the best idea to network the
triggers to the client and have it all client managed. Of course you can add
functionality to
--
[ Picked text/plain from multipart/alternative ]
I would love to keep the first-person-view when a player dies, instead of a
third-person-view over the ragdoll. (which would be fun when you body flies
through the air)
It's quite hard I suppose, since a new entity, the ragdoll, is created and
It shouldn't be too hard..
You can get the rough position of the ragdoll's eyes by looking up the
eyes attachment on the ragdoll. Should be easy enough to force the
camera there instead of doing the third person view around it..
On 7/22/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
--
[
--
[ Picked text/plain from multipart/alternative ]
Well, the next question would be: Where can I find that nice pointer to call
LookupAttachment() at...
The class CRagdoll is a mess...
On 7/22/06, Garry Newman [EMAIL PROTECTED] wrote:
It shouldn't be too hard..
You can get the rough
But pay attention that ragdolls are normally only clientside.
On 7/22/06, Garry Newman [EMAIL PROTECTED] wrote:
It shouldn't be too hard..
You can get the rough position of the ragdoll's eyes by looking up the
eyes attachment on the ragdoll. Should be easy enough to force the
camera there
--
[ Picked text/plain from multipart/alternative ]
The classname of cl_dll/ragdoll.cpp is CRagdoll. I suppose it's a little
mistake...
On 7/22/06, Fabian Schreyer [EMAIL PROTECTED] wrote:
But pay attention that ragdolls are normally only clientside.
On 7/22/06, Garry Newman [EMAIL PROTECTED]
Huh, what difference does that make?
On 7/22/06, Fabian Schreyer [EMAIL PROTECTED] wrote:
But pay attention that ragdolls are normally only clientside.
On 7/22/06, Garry Newman [EMAIL PROTECTED] wrote:
It shouldn't be too hard..
You can get the rough position of the ragdoll's eyes by
I found a class that seems to offer visibility into the key bindings called
IGameUIFuncs. So it may be possible to fix this major bug in the mod. The mod
could seemingly write out a config.txt of its own for correct binds, and then
on start up execute it in mod code. I have not yet attempted
Well compile with -g and post a stack trace then.
At 2006/07/18 03:56 PM, Jose Luis Gonzalez wrote:
One moment, another time fails
i use your dltest and i see this:
Segmentation Fault.
What happens?
Mensaje original
De: [EMAIL PROTECTED]
Enviado: domingo, 16 de
I did this a couple of weeks ago, it does look awesome (we'll be dropping
a video of it in a week or so). We managed it by using an attachment on
the model that could be used to get position / orientation for the
observer view.
A bit of fiddling with the observer code so it used the attachment
We've had this in Ham and Jam for a while now and posted a vid of it
in HL2MP here:
http://media.putfile.com/First-Person-Ragdoll--FRAGDOLL
The only problem is the default HL2 ragdoll physics doesn't do it
justice and you really need to tweak them to set more realistic
weights and contraints so
Ah ok... that Touch()...
I'd say the jitteriness when walking over objects is currently one of top 3
most glaring bugs in the HL2 engine. It's probably related to all those posts
recently about trying to get elevators to not be choppy. I've never played a
map with an elevator in it though.
--
[ Picked text/plain from multipart/alternative ]
The major reason for the jitters is that the client knows that an object is
solid, but it doesn't have it added to the clientside physenv (which would
simulate it). Since the client doesn't know simulation, player movement is
predicted based on
Anyone?
--- Thomas Vollmer [EMAIL PROTECTED] wrote:
Ok, so I've followed the instructions at [1].
Now I have an npc_citizen that spawns somewhere on the map, and then proceeds
to sit down on a chair using the Actbusy system - great! But now the citizen
stays seated even when the trigger
--
[ Picked text/plain from multipart/alternative ]
I've also done this before, via a handle to the local players ragdoll when
they die and overriding the viewangles in the view setup code. The clipping
thing isn't a problem as the view is setup to fade to black pretty quickly.
Might make a
15 matches
Mail list logo