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Posts Made By:
MikeJS
Forum:
Scripting
06-08-2014, 09:02
Replies:
4
Player Rotation Breakdown?
Views:
911
Posted By
MikeJS
Re: Player Rotation Breakdown?
1:
// make client look at VecTarget
decl Float:vecEyePos[ 3 ];
decl Float:vecDelta[ 3 ];
decl Float:angles[ 3 ];
GetClientEyePosition( client, vecEyePos );
MakeVectorFromPoints( vecEyePos,...
Forum:
Scripting
02-27-2014, 07:37
Replies:
4
Trace Hull, I just don't get it
Views:
3,489
Posted By
MikeJS
Re: Trace Hull, I just don't get it
(yay i rambled again)
Let's start with TR_TraceRay:
native TR_TraceRay(const Float:pos[3],
const Float:vec[3],
flags,
RayType:rtype);...
Forum:
Scripting
01-20-2014, 15:03
Replies:
19
Rocket Bounce Sphere Surface
Views:
3,323
Posted By
MikeJS
Re: Rocket Bounce Sphere Surface
And if you want to do accurate reflections with that you will need to perform backwards tracing and everything else my code does anyway.
Forum:
Scripting
01-20-2014, 07:47
Replies:
19
Rocket Bounce Sphere Surface
Views:
3,323
Posted By
MikeJS
Re: Rocket Bounce Sphere Surface
Sorry, busy weekend...
The spheres array should contain tuples of the form (x, y, z, r).
eg
addSphere( const Float:pos[ 3 ], const Float:radius ) {
const Float:sphere[] = { pos[ 0 ], pos[...
Forum:
Scripting
01-18-2014, 13:49
Replies:
19
Rocket Bounce Sphere Surface
Views:
3,323
Posted By
MikeJS
Re: Rocket Bounce Sphere Surface
Did you fill in the bits I left out (dealing with spheres/lastPosArray) :p
Forum:
Scripting
01-18-2014, 06:16
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Re: Stopping a physprop from rolling
ShouldCollide isn't detecting collisions with the world.
Hull traces can do it but I was hoping I wouldn't have to do it like that.
Forum:
Scripting
01-18-2014, 04:56
Replies:
19
Rocket Bounce Sphere Surface
Views:
3,323
Posted By
MikeJS
Re: Rocket Bounce Sphere Surface
You want to hook SetTransmit on the rocket. something like: (not sure if tf_projectile_rocket is correct, or if you need to unhook when it dies)
public OnEntitySpawned( entity, const...
Forum:
Scripting
01-17-2014, 03:07
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Re: Stopping a physprop from rolling
Entities only like vphysics apparently :<
Forum:
Scripting
01-17-2014, 03:00
Replies:
19
Rocket Bounce Sphere Surface
Views:
3,323
Posted By
MikeJS
Re: Rocket Bounce Sphere Surface
Go to near the top of IntersectSegmentSphere:
new const Float:b = GetVectorDotProduct( m, d );
lose the const
GetArrayArray( spheres, i, centre, 3 );
Forum:
Scripting
01-16-2014, 09:09
Replies:
19
Rocket Bounce Sphere Surface
Views:
3,323
Posted By
MikeJS
Re: Rocket Bounce Sphere Surface
You want to hook SetTransmit (SDKHooks can do this) and point it at OnThink in the code I gave you, and this should be done from OnEntityCreated.
Forum:
Scripting
01-16-2014, 07:08
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Re: Stopping a physprop from rolling
Hm I did some googling: "Otherwise CBaseEntity::m_CollisionGroup determines which other entities will collide with this one" (https://developer.valvesoftware.com/wiki/CollisionProperty)
Looks no...
Forum:
Scripting
01-16-2014, 06:59
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Re: Stopping a physprop from rolling
playerclips are stored in the brushes lump, not as entities.
https://developer.valvesoftware.com/wiki/Source_BSP_File_Format#Brush_and_brushside
Forum:
Scripting
01-16-2014, 06:52
Replies:
19
Rocket Bounce Sphere Surface
Views:
3,323
Posted By
MikeJS
Re: Rocket Bounce Sphere Surface
I don't think the normal from TR_GetPlaneNormal is the sphere normal you want. You are going to have to implement the intersection code yourself.
Do your checks in a think function rather than a...
Forum:
Scripting
01-15-2014, 15:40
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Re: Stopping a physprop from rolling
I have that already :p
Forum:
Scripting
01-15-2014, 15:18
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Re: Stopping a physprop from rolling
Awesome, that works nicely.
Part 2: how can I make it bounce off playerclips?
Forum:
Scripting
01-15-2014, 13:29
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Re: Stopping a physprop from rolling
Also does not work.
Forum:
Scripting
01-14-2014, 13:59
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Re: Stopping a physprop from rolling
Setting inertiaScale didn't seem to work, and this also seems like a crappy way of doing it...
Forum:
Scripting
01-14-2014, 05:55
Replies:
19
Stopping a physprop from rolling
Views:
3,690
Posted By
MikeJS
Stopping a physprop from rolling
I'm trying to make a prop_physics_override but restricting its rotations to yaw only. SOLID_BBOX/SOLID_OBB_YAW appear to be what I want but I haven't had any success in getting them to work....
Forum:
Plugins
01-01-2014, 09:09
Replies:
81
Server Autorestart
Views:
91,825
Posted By
MikeJS
Re: Server Autorestart
Updated to 1.3.
This fixes the plugin dying at the start of the year.
Minor changes:
Move config/autorestart.txt to data/lastrestart.txt
Simplify just about everything...
Forum:
Plugins
12-03-2012, 15:46
Replies:
86
TF2 Instagib 2.0 - Requires Dukehacks
Views:
57,177
Posted By
MikeJS
Re: TF2 Instagib 2.0 - Requires Dukehacks
Updated to 2.0 - complete rewrite
Forum:
Plugins
11-24-2009, 17:10
Replies:
118
[TF2] Round Triggers 1.10
Views:
86,690
Posted By
MikeJS
Re: [TF2] Round Triggers 1.10
sm_rtrigs_start "sm_play @all path_to_mp3"
Forum:
Plugins
11-24-2009, 12:57
Replies:
118
[TF2] Round Triggers 1.10
Views:
86,690
Posted By
MikeJS
Re: [TF2] Round Triggers 1.10
sm_play from sounds, which is a base plugin
Forum:
Plugins
11-22-2009, 07:05
Replies:
118
[TF2] Round Triggers 1.10
Views:
86,690
Posted By
MikeJS
Re: [TF2] Round Triggers 1.10
If votertd is the command to start a vote then yes
Forum:
Plugins
11-08-2009, 07:15
Replies:
86
TF2 Instagib 2.0 - Requires Dukehacks
Views:
57,177
Posted By
MikeJS
Re: TF2 Instagib 1.1.7 - Requires Dukehacks
SDK Hooks doesn't have a resupply hook
Forum:
Plugins
10-04-2009, 10:51
Replies:
118
[TF2] Round Triggers 1.10
Views:
86,690
Posted By
MikeJS
Re: [TF2] Round Triggers 1.10
Doesn't look like your triggers would break it. Could be something in your server.cfg/sourcemod.cfg
(also, you don't need to use sm_rtrigs_cvar for mp_friendlyfire/mp_disable_respawn_times)
...
Showing results 1 to 25 of 478
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