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Search: Posts Made By: MikeJS
Forum: Scripting 06-08-2014, 09:02
Replies: 4
Views: 895
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
Views: 3,437
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
Views: 3,196
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
Views: 3,196
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
Views: 3,196
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
Views: 3,623
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
Views: 3,196
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
Views: 3,623
Posted By MikeJS
Re: Stopping a physprop from rolling

Entities only like vphysics apparently :<
Forum: Scripting 01-17-2014, 03:00
Replies: 19
Views: 3,196
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
Views: 3,196
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
Views: 3,623
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
Views: 3,623
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
Views: 3,196
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
Views: 3,623
Posted By MikeJS
Re: Stopping a physprop from rolling

I have that already :p
Forum: Scripting 01-15-2014, 15:18
Replies: 19
Views: 3,623
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
Views: 3,623
Posted By MikeJS
Forum: Scripting 01-14-2014, 13:59
Replies: 19
Views: 3,623
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
Views: 3,623
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
Views: 90,599
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
Views: 56,638
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
Views: 85,767
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
Views: 85,767
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
Views: 85,767
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
Views: 56,638
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
Views: 85,767
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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