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Search: Posts Made By: HamletEagle
Forum: Code Snippets/Tutorials 02-08-2024, 09:56
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]

The latest version is attached in the main post.

@Natsheh, I do not have time to check your file, but I find it contradictory that you claim it is optimized and at the same time claim it takes a...
Forum: Code Snippets/Tutorials 12-25-2021, 07:53
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]

As I said before, please attach the map so I can run tests.
Forum: Code Snippets/Tutorials 08-26-2020, 06:52
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]

This isn't exactly the type of "hidden zone" ROG was updated to detect. It detects mostly rooms under/above the map, not areas that are connected to the map but separated by an invisible wall.
As I...
Forum: Code Snippets/Tutorials 02-16-2019, 12:44
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]

Update: added logic to prevent points from being generated inside hidden map zones(like the ones from de_mon/de_dust2/awp_india). I can not guarantee the algorithm is fail proof, so if you find a map...
Forum: Code Snippets/Tutorials 01-17-2019, 12:19
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator - NEW UPDATE

Read the previous replies. But yeah, it's what klippy said.
I want to keep it fast, and adding a pathfinding algorithm is against this purpose.
This is exactly why I added an option to define your...
Forum: Code Snippets/Tutorials 01-17-2019, 10:16
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator - NEW UPDATE

Update:
-made rog almost twice as fast as it was before. For example, in de_mon, it took 207ms to generate all the points, now it takes 100ms.
-previously it was 4.3x faster than superspawn, now it...
Forum: Code Snippets/Tutorials 08-20-2018, 11:52
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator[UPDATED]

This type of boxes are easy to filter.
Forum: Code Snippets/Tutorials 07-29-2018, 13:28
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator[UPDATED]

Updated: now you can add your own conditions without editing the include to filter origins. Check the main post.
Forum: Code Snippets/Tutorials 07-29-2018, 10:34
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator

This would be a fix for a specific map. If we start creating custom code for every possible map we are not accomplishing anything.
If you guys need more checks for your mods you are free to modify...
Forum: Code Snippets/Tutorials 07-29-2018, 10:28
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator

Yes, with some knowledge about traceline and vectors you can do that.
Forum: Code Snippets/Tutorials 07-29-2018, 10:16
Replies: 38
Views: 18,993
Posted By HamletEagle
Re: ROG - A better random origin generator

About this "bad spots", from the point of view of the checks the points are fully valid, meaning a player can fit there without being stuck.
I tried to find a way to filter outside map areas or...
Forum: Code Snippets/Tutorials 07-28-2018, 08:30
Replies: 38
Views: 18,993
Posted By HamletEagle
ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]

ROG is an include file which allows you to generate random valid origins around the map. It could be used to create random player spawns or in Battle Royale mods(PUBG/Fortnite) to spawn the floor...
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