Origins and Planes
How would I go about taking a player's aim (upon issued command) and then have the vector moved away from the solid planes (world and other entities) so that it has enough space to spawn an entity clearly in the open?
I already have a method of subtracting 16 units from the aim vector, but that won't help in certain situations such as looking at the ground because the entity could still be in the ground. (stupok, I'm waiting for you :crab:) |
Re: Origins and Planes
Is this for make a camera ? :D
BTW, where did you find this stock in your sig ? And where is my pizza ? |
Re: Origins and Planes
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I found this stock in a plugin that you showed me in ampaste. Your pizza? Uhh... Code:
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Re: Origins and Planes
PHP Code:
is_valid_ent -> is_pizza_valid create_entity -> create_pizza |
Re: Origins and Planes
>.< Nabs.
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Re: Origins and Planes
i think this could help you(by PM):
PHP Code:
PHP Code:
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Re: Origins and Planes
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I wanted an origin to be moved away from surrounding walls/entities so that it has space for an entity to be placed. |
Re: Origins and Planes
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When the command is issued, you hook traceline, you change it to be at a point always equally distant from you at a predefined distance. You spawn the entity to that point and if it touches you add a visual information like changing it's color to red, if it doesn't touch you add a visual information like changing it's color to green. When the command ends, you will then check if the last position was "spawnable". |
Re: Origins and Planes
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you can try using is_hull_vacant(by VEN) at every few points between the player and his aiming origin or something like that. P.S: the post below this one is a huge SPAM!!! |
Re: Origins and Planes
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watch out!!:crab::crab::crab::crab: alka is back:mrgreen: |
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