P.S. I had to load the brush entity into a CBaseTrigger like it says
in the tutorial.
On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
Right on Tony P.! The tutorial had a SetModel so I assumed it was
taken care of. But when I printed it out it was null. Changing it to
prop_scalable perhaps, but I'm not sure how that works.
On Wed, Apr 2, 2008 at 12:15 AM, Aditya Gaddam [EMAIL PROTECTED]
wrote:
P.S. I had to load the brush entity into a CBaseTrigger like it says
in the tutorial.
On Wed, Apr 2, 2008 at 2:45 AM, Aditya Gaddam [EMAIL PROTECTED]
wrote:
Scaling (Without physics) is done by moving the camera in/out from the
model (At least this was the jist i got from Facepunch Forums on a prop
enlarger/shrinker).
With physics cannot be done.
Aditya Gaddam wrote:
P.S. I had to load the brush entity into a CBaseTrigger like it says
in the
When you say Without Physics do you mean that everything will just
walk through it?
Thanks for the suggestion Ryan, I shall look into it.
On Wed, Apr 2, 2008 at 3:36 AM, Tom Leighton
[EMAIL PROTECTED] wrote:
Scaling (Without physics) is done by moving the camera in/out from the
model (At
At least with models loaded from mdl's, you cannot resize its collision
model / ( bounding box?). So if you moved the camera closer to the
model before drawing it would appear bigger, but you could walk through
the edges (But still hit the collision model at the center of that)
I don't
I am quite surprised. :-p Is it truly dynamic, or is it limited to the
number of hidden brushes you compile into the map?
When you say Without Physics do you mean that everything will just
walk through it?
Either that, or the physics collision box will stay the original size.
There must
The problem with both of those options is that I can't send the
inventory slot to work on with them, and for the same reason neither can
I check on the client whether the command should be sent in the first place.
con_command_f is good enough for testing with (so thanks!), but I really
need to
It's funny you say that Tom E. I was just doing more testing and
noticed the models are instances of the same entity, not copies lol.
So if I shoot at one, the bullet hole shows up on all the copies!
Need to figure out a way to somehow make a copy of the entity instead
of just setting the
and why can't you pass the slot with a command?
engine-ClientCmd( VarArgs(useitem %i, slot) );
now in the command on the server, int slot = atoi(args[1]);
On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
The problem with both of those options is that I can't send the
I think source just makes the model on the fly for the brush entity. I
might have to give up and use an .mdl file...
On Wed, Apr 2, 2008 at 6:01 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
It's funny you say that Tom E. I was just doing more testing and
noticed the models are instances of the
Have you tried making a new CToggleEntity? (Whatever the brush ones have
to be), via CreateEntityByName, and then copied the old entity to the
new via memcpy?
Aditya Gaddam wrote:
I think source just makes the model on the fly for the brush entity. I
might have to give up and use an .mdl
This is one way to do it. Although the best way is to edit the bone
matrices so it's bigger. I can't remember the exact function but if
you really want it I'll get it.
I think you could technically increase the size of the physics, by
building a new physics object. But I don't know how fast this
I use the ClientCmd method for many of my systems, including inventory, and
it works perfectly.
On Wed, Apr 2, 2008 at 11:11 AM, Tony omega Sergi [EMAIL PROTECTED]
wrote:
and why can't you pass the slot with a command?
engine-ClientCmd( VarArgs(useitem %i, slot) );
now in the command on the
How did you::
Changing it to the model of a brush entity in the map worked!
SetModel(?);???
On Wed, Apr 2, 2008 at 1:45 AM, Aditya Gaddam [EMAIL PROTECTED] wrote:
Right on Tony P.! The tutorial had a SetModel so I assumed it was
taken care of. But when I printed it out it
Probably get model index on a brush based ent, set model index on other ent.
On Wed, Apr 2, 2008 at 9:32 AM, Nick [EMAIL PROTECTED] wrote:
How did you::
Changing it to the model of a brush entity in the map worked!
SetModel(?);???
On Wed, Apr 2, 2008 at 1:45 AM, Aditya
Another phantom e-mail (Tony's) that I never received. :-s Where do they go?
I've worked out how to add to the UserCmd now, so I'll stick with that
as it's less traffic. The only oddity is that I have keep the sending
the data over until I've had confirmation that the slot has been cleared
maybe you hates me ;(
-Tony
On Wed, Apr 2, 2008 at 2:32 PM, Tom Edwards [EMAIL PROTECTED]
wrote:
Another phantom e-mail (Tony's) that I never received. :-s Where do they
go?
I've worked out how to add to the UserCmd now, so I'll stick with that
as it's less traffic. The only oddity is that
Hi all,
I'm new to the list, but I've got a couple of questions that don't seem to
be answered anywhere in the archives or on the wiki.
I've been trying to do some vehicle script modifications to the buggy in the
episode 1 engine. However, in the course of mucking about with the various
A number of those things you mention are handled in the vehicle controller
itself, and not in mod accessible code.
On Wed, Apr 2, 2008 at 7:15 PM, Walter Gray [EMAIL PROTECTED] wrote:
Hi all,
I'm new to the list, but I've got a couple of questions that don't seem to
be answered anywhere in
There is a reason that Valve retail games do not include multiplayer vehicles.
That is because Valve cannot make good ones :*(
On Wed, Apr 2, 2008 at 6:28 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
A number of those things you mention are handled in the vehicle controller
itself, and not
It's not that we can't make good ones, it's that there's not been a game
that had them in design goal ;)
On Wed, Apr 2, 2008 at 9:31 PM, Nick [EMAIL PROTECTED] wrote:
There is a reason that Valve retail games do not include multiplayer
vehicles.
That is because Valve cannot make good ones
Hello
I need to be able to achieve unusual camera angles,
such as looking up and off to left. Does anyone know
how to modify the engine to stop it constraining the
possible camera angles? I've played around with it for
a bit without much luck.
The reason I'm wishing to achieve this is because
Nick:
Ryan got it basically. I used SetModel. I made a brush in the map and
tied it to an entity with some name I knew (dummy_panel in my case)
and then I just did a gEntList.FindEntityByName to find the panel,
used its GetModelName to get the modelname and then used SetModel on
the new panel I
I don't usally delve this far into the SDK, but if it is stored as a
pointer rather than a copy of the data memcpy the model to a new
structure :P
Aditya Gaddam wrote:
Nick:
Ryan got it basically. I used SetModel. I made a brush in the map and
tied it to an entity with some name I knew
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