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Traceline is acting weird again...


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.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 06-23-2014 , 01:51   Traceline is acting weird again...
Reply With Quote #1

Hello alliedmodders!



PHP Code:
stock zn_cameramodeidstatus )
{
    if( 
status )
    {
        if( !
is_valid_ent(zn_cament[id]) )
        {
            static 
Float:o[3]
            
pevidpev_origin)
            
zn_cament[id] = create_entity("info_target")
            
            
set_pevzn_cament[id], pev_classname"camera" )
            
            
cfg_string(cfg_animations0temp263 )
            
formattemp1100"models/player/%s/%s.mdl"temp2temp2 )
            if(
zn_animmdl_index_bset_pevzn_cament[id], pev_bodyzn_intzn_animmdl_index_b) )
            
entity_set_model(zn_cament[id], temp1)
            
dllfunc(DLLFunc_Spawnzn_cament[id])
            
set_pev(zn_cament[id], pev_solidSOLID_NOT)
            
set_pev(zn_cament[id], pev_movetypeMOVETYPE_FOLLOW)
            
entity_set_origin(zn_cament[id], o)
            
entity_set_size(zn_cament[id], Float:{ -3.0, -3.0, -3.0 }, Float:{ 3.03.03.0 } )
            
set_pevzn_cament[id], pev_team159 )
            
attach_view(idzn_cament[id])
            
set_pevzn_cament[id], pev_nextthinkget_gametime() + 0.01 )
            
set_pevzn_cament[id], pev_ownerid )
            
        }
    }
    else
    {
        
attach_view(idid)
        if(
is_valid_ent(zn_cament[id])) remove_entity(zn_cament[id])
        
zn_cament[id] = 0
        
    
}
}

public 
zn_camthink(ent)
{
    if( !
is_valid_ent(ent) ) return HAM_IGNORED
    
static id
    id 
peventpev_owner )
    if( 
peventpev_team ) != 159 ) return HAM_IGNORED
    
if( !is_user_connected(id) ) 
    {
        
remove_entity(ent)
        
zn_cament[id] = 0
        
return HAM_SUPERCEDE
    
}
    static 
Float:o[3], Float:o2[3], Float:a[3]
    
pevidpev_origin)
    
pevidpev_v_angle)
    
a[1] += 180.0
    
if( a[1] > 360.0 a[1] -= 360.0
    a
[0] *= -1.0
    zn_velocity_by_angle
a100.0o2)
    
o2[0] += o[0
    
o2[1] += o[1
    
o2[2] += o[2]
    
engfuncEngFunc_TraceLineoo2IGNORE_MONSTERS0);
    
// engfunc(EngFunc_TraceHull, o, o, DONT_IGNORE_MONSTERS, HULL_HEAD, 0, 0)
    
get_tr20TR_vecEndPos)
    
// o[0] -= o2[0] * 0.95
    // o[1] -= o2[1] * 0.95
    // o[2] -= o2[2] * 0.95
    
set_peventpev_origin)
    
pevidpev_v_angle)
    
set_peventpev_angles)
    
// set_pev( id, pev_angles, Float:{0.0, 0.0, 0.0} )
    
    
set_peventpev_nextthinkget_gametime() + 0.01 )
    return 
HAM_IGNORED
}

stock zn_velocity_by_angleFloat:a[3], Float:bFloat:c[3]) 
{
    static 
Float:d
    engfunc
(EngFunc_MakeVectorsa)
    
global_get(glb_v_forwardc)
    
vector_length(c)
    
c[0] *= (d); c[1] *= (d); c[2] *= (d)

What im doing wrong here i dont understand?
Why tracelines dont like me?

Edit:
It is doing same thing on de_dust2 if you think that the map is the problem here.

Last edited by .Dare Devil.; 06-23-2014 at 01:54.
.Dare Devil. is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-23-2014 , 03:07   Re: Traceline is acting weird again...
Reply With Quote #2

Why do you want to reinvent the wheel?

https://forums.alliedmods.net/showthread.php?t=65427
https://forums.alliedmods.net/showpo...0&postcount=29
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georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 06-23-2014 , 05:13   Re: Traceline is acting weird again...
Reply With Quote #3

Quote:
Originally Posted by Arkshine View Post
Quote:
Originally Posted by georgik57 View Post
I found 4 bugs on this
1. When shooting, the bullets don't go out of the weapon model attached to the player, but from the right side of the screen


2. Entities attached to the player model can't be seen when the player is using 3rd person mode

It should be like in this video: http://www.youtube.com/user/schmurge.../1/zvsRYYXh-eQ

3. -SNIP- Not a bug.

4. If the camera goes outside the map(like in water or something) it won't chase the player anymore. Will make a video about this if you guys are interested on fixing the plug-in and can't understand what I'm trying to say.

And a little suggestion:
Make a custom transparency changeable by a cvar. Not being able to see through your model is quite annoying...
Note that problem #4 can crash the server. Tested not much time ago.

Quote:
Originally Posted by georgik57 View Post
5. The camera sometimes moves by itself o_O. I mean, it shakes, and the mouse isn't moving and it isn't because of the sensor...
So yea, this wheel should be at least fixed if not reinvented.

I also tested Connor's last posted code from that thread and it has the same problems: https://forums.alliedmods.net/showpo...5&postcount=51
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.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 06-23-2014 , 03:27   Re: Traceline is acting weird again...
Reply With Quote #4

The problem is that old wheel dont want to work fine in linux.
When player model have blank or 1 triangle bodypart, set_view crash my server.
I need to sometimes use fake model entity what i attach to player by pev_aiment.
That way i can use player models with no animations meaning that i can have only one model with animation and the ohter one without. That means the player model size is much more better.

I need to hide the model original player model but setting render value 0 so it will be invisible will be bad idea because it will still take the same amount of cpu. Basically it would mean that im rendering player with 2 models.

https://forums.alliedmods.net/showpo...0&postcount=29
This will be also a bad idea because camera can go through the walls
Same with this: https://forums.alliedmods.net/showthread.php?t=65427

The last thing i want is player to see inside the walls.
I always hide secred spots inside the walls.
.Dare Devil. is offline
meTaLiCroSS
Gaze Upon My Hat
Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 06-24-2014 , 00:08   Re: Traceline is acting weird again...
Reply With Quote #5

Try with
PHP Code:
//engfunc( EngFunc_TraceLine, o, o2, IGNORE_MONSTERS, 0, 0 );
engfuncEngFunc_TraceLineoo2IGNORE_MONSTERSid); 
And *not really a fix* try to create your own tracehandle
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 06-24-2014 , 23:42   Re: Traceline is acting weird again...
Reply With Quote #6

PHP Code:
public zn_camthink(ent)
{
    if( !
is_valid_ent(ent) ) return HAM_IGNORED
    
static id
    id 
peventpev_owner )
    if( 
peventpev_team ) != 159 ) return HAM_IGNORED
    
if( !is_user_connected(id) ) 
    {
        
remove_entity(ent)
        
zn_cament[id] = 0
        
return HAM_SUPERCEDE
    
}
    static 
Float:o[3], Float:o2[3], Float:a[3]
    
pevidpev_origin)
    
pevidpev_v_angle)
    
a[1] += 180.0
    
if( a[1] > 360.0 a[1] -= 360.0
    a
[0] *= -1.0
    zn_velocity_by_angle
a100.0o2)
    
o2[0] += o[0
    
o2[1] += o[1
    
o2[2] += o[2]
    static 
tr
    tr 
create_tr2();
    
engfuncEngFunc_TraceLineoo2IGNORE_MONSTERSidtr );
    
// engfunc(EngFunc_TraceHull, o, o, DONT_IGNORE_MONSTERS, HULL_HEAD, 0, 0)
    
get_tr2trTR_vecEndPos)
    
// o[0] -= o2[0] * 0.95
    // o[1] -= o2[1] * 0.95
    // o[2] -= o2[2] * 0.95
    
set_peventpev_origin)
    
pevidpev_v_angle)
    
set_peventpev_angles)
    
// set_pev( id, pev_angles, Float:{0.0, 0.0, 0.0} )
    
    
set_peventpev_nextthinkget_gametime() + 0.01 )
    return 
HAM_IGNORED

still same
.Dare Devil. is offline
meTaLiCroSS
Gaze Upon My Hat
Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 06-25-2014 , 13:36   Re: Traceline is acting weird again...
Reply With Quote #7

Use free_tr2 also (not related).

Make sure the entity is thinking, put a print_center output with the gametime
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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Nextra
Veteran Member
Join Date: Apr 2008
Location: Germany
Old 06-25-2014 , 16:00   Re: Traceline is acting weird again...
Reply With Quote #8

We either need some good debugging info by you or a working test plugin that exhibits the same error. This looks like it is very difficult to debug from just looking at the code.
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