Re: [hlcoders] Weapons -- Model collision-based damage
Then theoretically, could you then swap models? Say, creating a Blade weapon but have interchangeable swords? Ultimately I will need to do that regardless... no one wants to play with 1 type of sword. Your idea is very interesting... Skyler York wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote: Of course what you really need to have for that swinging weapon is for it to know just where it impacted, and stop swinging at that point. Then play a clunk impact sound at that point, based on what you hit. Could one totally get away from the idea of a swing animation and instead directly control the movement of the v model arm via code, and thus fully control it? I could see adding things like glancing blows using that kind of thing - or the weapon bouncing off a hard surface, etc. Quoting Kamran [EMAIL PROTECTED]: Ah I see, you'd need a box... well, that would suck. I suppose we will have to live with how melee weapons work now. Jeffrey botman Broome wrote: Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function (or whatever you want to call it), to move a crowbar sized bounding box along an arc to see if anything collided with it. You would want the collision box to be NOT axis aligned (i.e. it should be a OBB, not an AABB). This would be inefficent as hell though. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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 -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. This would rock! What are the limits on VPhysics objects in SP? Quantity wise. On a slightly different path, is it possible to have the player as a VPhysics object? Maybe then they wouldn't walk like puppets or get stuck on 2 inch high objects. I'm thinking than this would be cool even if it was a demonstration on how immersive and realistic an envirnoment could be. And to wonder over there a bit; how are the collisions for the VPhysics objects calculated? Is it just a bounding box with axil rotation or is it done on the models mesh? Again calculating the collisions on the models mesh would be cool even in a very simple environment ... too me anyways ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió: On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. This would rock! Will be a interesting experiment, because the player control its LOTSA automatigicall and fake, so connecting this with the reality (the in-game player model) may result on funny and byzarre stuff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
Basically isn't that all carrying around a small physics prop via use is? Just in that case there's no view model with a hand. Quoting Tei [EMAIL PROTECTED]: El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió: On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. This would rock! Will be a interesting experiment, because the player control its LOTSA automatigicall and fake, so connecting this with the reality (the in-game player model) may result on funny and byzarre stuff. ___ 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] Weapons -- Model collision-based damage
I am not to the developing stage yet for my weapons, but conceptually, is it possible that I can use a melee weapon, such as the crowbar, and have it, instead of a 3 foot-ranged gun, have it hit when it detects a collision with an object? -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
That's how it works anyway, I think? Kamran wrote: I am not to the developing stage yet for my weapons, but conceptually, is it possible that I can use a melee weapon, such as the crowbar, and have it, instead of a 3 foot-ranged gun, have it hit when it detects a collision with an object? -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1193 (20050812) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function (or whatever you want to call it), to move a crowbar sized bounding box along an arc to see if anything collided with it. You would want the collision box to be NOT axis aligned (i.e. it should be a OBB, not an AABB). This would be inefficent as hell though. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
Ah I see, you'd need a box... well, that would suck. I suppose we will have to live with how melee weapons work now. Jeffrey botman Broome wrote: Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function (or whatever you want to call it), to move a crowbar sized bounding box along an arc to see if anything collided with it. You would want the collision box to be NOT axis aligned (i.e. it should be a OBB, not an AABB). This would be inefficent as hell though. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
Of course what you really need to have for that swinging weapon is for it to know just where it impacted, and stop swinging at that point. Then play a clunk impact sound at that point, based on what you hit. Could one totally get away from the idea of a swing animation and instead directly control the movement of the v model arm via code, and thus fully control it? I could see adding things like glancing blows using that kind of thing - or the weapon bouncing off a hard surface, etc. Quoting Kamran [EMAIL PROTECTED]: Ah I see, you'd need a box... well, that would suck. I suppose we will have to live with how melee weapons work now. Jeffrey botman Broome wrote: Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function (or whatever you want to call it), to move a crowbar sized bounding box along an arc to see if anything collided with it. You would want the collision box to be NOT axis aligned (i.e. it should be a OBB, not an AABB). This would be inefficent as hell though. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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] Weapons -- Model collision-based damage
Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote: Of course what you really need to have for that swinging weapon is for it to know just where it impacted, and stop swinging at that point. Then play a clunk impact sound at that point, based on what you hit. Could one totally get away from the idea of a swing animation and instead directly control the movement of the v model arm via code, and thus fully control it? I could see adding things like glancing blows using that kind of thing - or the weapon bouncing off a hard surface, etc. Quoting Kamran [EMAIL PROTECTED]: Ah I see, you'd need a box... well, that would suck. I suppose we will have to live with how melee weapons work now. Jeffrey botman Broome wrote: Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function (or whatever you want to call it), to move a crowbar sized bounding box along an arc to see if anything collided with it. You would want the collision box to be NOT axis aligned (i.e. it should be a OBB, not an AABB). This would be inefficent as hell though. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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] Weapons -- Model collision-based damage
Woo that could be pretty cool. Imagine like a morningstar (ball on chain) as a physics object. The interaction with the world would theoretically be pretty nifty. Just don't ask it to work in a multiplayer game w/lag :^) Quoting Skyler York [EMAIL PROTECTED]: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote: Of course what you really need to have for that swinging weapon is for it to know just where it impacted, and stop swinging at that point. Then play a clunk impact sound at that point, based on what you hit. Could one totally get away from the idea of a swing animation and instead directly control the movement of the v model arm via code, and thus fully control it? I could see adding things like glancing blows using that kind of thing - or the weapon bouncing off a hard surface, etc. Quoting Kamran [EMAIL PROTECTED]: Ah I see, you'd need a box... well, that would suck. I suppose we will have to live with how melee weapons work now. Jeffrey botman Broome wrote: Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function (or whatever you want to call it), to move a crowbar sized bounding box along an arc to see if anything collided with it. You would want the collision box to be NOT axis aligned (i.e. it should be a OBB, not an AABB). This would be inefficent as hell though. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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