Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Kamran

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

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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Jeff Fearn
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

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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Tei
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.






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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Tim Holt
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.






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[hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Kamran

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?
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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tom Edwards

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?
--
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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Jeffrey \botman\ Broome

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

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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Kamran

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

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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
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
 
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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Skyler York
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
  
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Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
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
   
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