Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity
CItem::Respawn() calls SetTouch(NULL), so it can't be a case of re-triggering unless you've bypassed that code entirely. The only thing I can think of is that RollerBall.RewardTokenPickup has a very low attenuation value in your soundscript. Once you go down very low (around 60dB) the engine starts cocking up volume falloff, so the sound stopping instantly isn't implausible. On 06/04/2011 1:42, Matt Hoffman wrote: It's an entity, not a brush entity/volume. I could see it being called again though... What's the fix, toggling a boolean when you enter, and don't run it if it's true? I don't recall this ever being a problem in actual HL2/HL2DM. On Tue, Apr 5, 2011 at 5:33 PM, Adam amckern McKern amck...@yahoo.com mailto:amck...@yahoo.com wrote: You have a 6 sided trigger - each side will trigger when its touched, so if your enter the brush it will trigger, the same as when you exit the brush it will trigger. You might be better off using the InEntity code (been ages from last time i needed to use it so forgot its real name) Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 6/4/11, Matt Hoffman /lord.matt.hoff...@gmail.com mailto:lord.matt.hoff...@gmail.com/* wrote: From: Matt Hoffman lord.matt.hoff...@gmail.com mailto:lord.matt.hoff...@gmail.com Subject: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com mailto:hlcoders@list.valvesoftware.com Received: Wednesday, 6 April, 2011, 10:12 AM EmitSound: I have an entity that derives from CItem, and I'm using ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but if the player leaves the collision box of the entity while the sound is playing it just stops the sound. This doesn't happen in the case of it's Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I using the CPASAttenuationFilter wrong? Or is it something to do with the ItemTouch function itself? Here's the relevant functions: http://pastebin.com/Mu72VBxQ Spectating an Entity: I've been trying unsuccessfully for a few days now to get the player to spectate a custom entity. I did SetObserverTarget( entity ), and if I debug it, it goes into player.cpp-bool CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line 2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick out when trying to observe something other than a player. It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to observe something? When the player spectates another player, what is he doing. Is his logical entity moving around, or just his camera? Any help over these two issues would be great, I've been stuck here for 2 days now... :P -Matt -Inline Attachment Follows- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scaleform in Source?
Cool, good to know. Thanks Matt. On Tue, Apr 5, 2011 at 9:14 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: You should be safe if you in general launch with -insecure or stay through VS launched builds which are also in Vac Insecure mode. On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote: Agreed, but we just acquired a Scaleform GFx evaluation license for a project I'm working on. I was just curious if anybody has ever hacked up enough of the Source SDK code to implement essentially a different UI package in general, I would figure the process would be similar regardless of what package it is. Of course being a Source SDK licensee would make things easier, but unfortunately the license that this project has with Valve is limiting to say the least. I'm still going to try, just to see how far I can get :) I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam account specifically for this task, in case VAC flags me =/ Thanks Tony. -Cale On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi omegal...@gmail.comwrote: I would think, given that scaleform requires a license to use, and to attain their SDK, that noone would be implementing scaleform into SDK code, but would rather do it as a licensee, and into the engine properly. Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI. On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.comwrote: This is probably a long-shot, but I thought I might ask before I embark on this journey... has anybody made any sort of attempt at implementing Scaleform into the Source SDK? I assume that since without the code to the material system interface this is nearly impossible, short of injecting assembly jumps into Direct3D after it's been loaded into memory and hijacking the render loop. I also assume this would get an account VAC-banned pretty quick? Any input/feedback is appreciated. -Cale ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] (no subject)
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