Hey all, very simple question that I can't seem to find the answer to - how
to tell if a point is outside the game world or not?
I've added an ability allowing players to teleport a short distance,
including through walls, to our HL2MP OB mod. This is great, and the code
successfully avoids
Hmm it is helpful in a way but could you add me on steam friends
(arcangel845) or msn ([EMAIL PROTECTED]) please?
On Thu, Sep 18, 2008 at 12:07 AM, Chris Deegan [EMAIL PROTECTED] wrote:
Not sure if this will help you at all, but my old plug-in is open
source:
Andrew,
You could make a custom invisible (solid) tool brush (like
teleport_clip) or see if you can test against player_clip perhaps that
you would use in all your maps both in areas outside (or just in outside
walls) and inside where you don't want players going.
Players attempting to go
You only need to do 2 traces on one axis. Since a map is supposed to be
completely enclosed. Aslong as the trace hits a brush in both directions,
then they are inside the world. You could also assume that aslong as a
player is not nocliping and their Z velocity is under like 1000 they are in
the
Does UTIL_PointContents return anything useful?
garry
On Thu, Sep 18, 2008 at 8:19 AM, Andrew Watkins [EMAIL PROTECTED] wrote:
Hey all, very simple question that I can't seem to find the answer to - how
to tell if a point is outside the game world or not?
I've added an ability allowing
Nick wrote:
A new format that won't have this problem? LOLOL
Maybe they're going to store everything in a text file? XML? :)
--
Jeffrey botman Broome
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The only possible solution valve could do for such a thing is a version system.
Valve GAME ENGINE demo control interface
Demoversion1.dll
Demoversion2.dll
Demoversion3.dll
Demoversion4.dll newest one is added instead of replacing the old one
Every saved demo uses specific version ID that
Pointcontents should return CONTENTS_SOLID if you're in the void.
Part of the map compilation process is to 'fill the outside' with
contents_solid.
So a simple
If ( UTIL_PointContents( position ) CONTENTS_SOLID ) )
{
In a solid, or the void
}
Should work.
Noclip around and test it with this
Wouldn't you also need the appropriate client/server libraries that match up
with the version you recorded the demos in?
On Thu, Sep 18, 2008 at 4:24 PM, Nick [EMAIL PROTECTED] wrote:
The only possible solution valve could do for such a thing is a version
system.
Valve GAME ENGINE demo
I dunno. I'm guessing it could be even simpler than that.
For the demo's you've only got to really record what things looked and
sounded like. So things like models, angles, positions, gestures. You
don't need to know all the internal data like reload timings etc..
with the exceptions of data for
Yeah, exactly. HUD wise all it's gotta do is poll for changes (Likewise
for other networkvars). Find some way of storing all their values in a
structure that wont depend on game version.
Garry Newman wrote:
I dunno. I'm guessing it could be even simpler than that.
For the demo's you've only
Yes, every new update to the demo system would mean including a new
DLL as well as keeping all of the previous DLL versions in existence.
It is a small price to pay to keep all of the
Demoversion(insertversionshere).dll on the hard drive. Hard drives are
getting half as expensive every 2 years. I
I don't think you can use traces because the map enclosure isn't
necessarily a convex shape. So you could imagine a point where a trace
in any direction would hit brushes which is still not a valid position
for the player.
Cheers
On Thu, Sep 18, 2008 at 5:49 PM, Andrew Watkins [EMAIL PROTECTED]
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