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[CSS/HL2DM] Vehicle Mod


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blodia
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Join Date: Sep 2009
Location: UK
Old 02-18-2011 , 11:14   Re: [Orangebox+] Vehicle Mod
Reply With Quote #291

after a lot of fiddling around i managed to get the guns on airboat/buggy to move around with the players eye angles. unfortunately is was for nothing as the animation is really glitchy, it has the same issue as the steering, it randomly shows whatever animation it wants. this makes it useless. fortunately i have another idea of how to do it, which will also allow any vehicle to have weapons. i'll add an extra line in the vehicle database so you can specifiy the guns location relative the the vehicles origin.
i've also decided to add the player bones so you can see the driver. i'll add a line in the vehicle database so you can specify whether the vehicle has player bones. i don't know which software you're using natalya but in 3ds max i don't have to rotate any of the bones, just posing them works fine, i did a quick test.
since i'm going to have to recompile the model i'm going to make some changes to the collision models so you can actually shoot at the driver aswell.
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NatalyaAF
Senior Member
Join Date: Dec 2008
Old 02-18-2011 , 17:16   Re: [Orangebox+] Vehicle Mod
Reply With Quote #292

I was using Milkshape 3D, it didn't like it when you moved the bones for the reference model, but moving the sequence bones worked fine.

How will shooting at the driver work? I mean, how could I hook the prop taking bullet damage to a particular area and apply it to the client?

O and I understand not doing the lights, but can u at least add the vehicle_3rd attachment? Just copy the vehicle_driver_eyes line then make it be somewhere behind the vehicle. I was going to do it but it wouldn't let me decompile them.
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Last edited by NatalyaAF; 02-18-2011 at 17:23.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 02-18-2011 , 18:08   Re: [Orangebox+] Vehicle Mod
Reply With Quote #293

i'm just going to hollow out the collision model so bullets can actually reach the driver.
i'lladd the attachment but to be honest you don't really need them, simply parenting an entity the the vehicle and teleporting in behind it will yield the same result, you can do the same for the lights.
also you don't need to de compile the buggy/airboat as they're included in the sdk content.
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snipercup
Junior Member
Join Date: Nov 2010
Old 02-20-2011 , 08:17   Re: [Orangebox+] Vehicle Mod
Reply With Quote #294

Blodia thank you for your hard work. Unfortunately the plugin didnt work well for me, the server would crash once I exit the vehicle. I used this code to spawn a working buggy:

PHP Code:
public Action:Command_testcommand(clientargs)
{

    new 
String:name[255];
    
GetClientName(clientnamesizeof(name));
    
    
decl Ent;   
    
//PrecacheModel(modelname,true);
    
Ent CreateEntityByName("prop_vehicle_jeep"); 
    
    
//DispatchKeyValue(Ent, "physdamagescale", "1.0");
    //DispatchKeyValue(Ent, "model", modelname);
    //DispatchKeyValue(Ent, "health", "80");
    
    
DispatchKeyValue(Ent"vehiclescript""scripts/vehicles/jeep_test.txt");
    
DispatchKeyValue(Ent"model""models/buggy.mdl");
    
DispatchKeyValue(Ent"spawnflags""1");
    
DispatchSpawn(Ent);
    
    
ActivateEntity(Ent);
    
    
decl Float:FurnitureOrigin[3];
    
decl Float:ClientOrigin[3];
    
decl Float:EyeAngles[3];
    
GetClientEyeAngles(clientEyeAngles);
    
GetClientAbsOrigin(clientClientOrigin);
    
    
FurnitureOrigin[0] = (ClientOrigin[0] + (50 Cosine(DegToRad(EyeAngles[1]))));
    
FurnitureOrigin[1] = (ClientOrigin[1] + (50 Sine(DegToRad(EyeAngles[1]))));
    
FurnitureOrigin[2] = (ClientOrigin[2]);
    
    
    
TeleportEntity(EntFurnitureOriginNULL_VECTORNULL_VECTOR);
    

This works for me so maybe I'll try your plugin on a later update.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 02-20-2011 , 12:05   Re: [Orangebox+] Vehicle Mod
Reply With Quote #295

neither plugin supports prop_vehicle_jeep, the main plugin uses prop_vehicle_driveable and the alternate uses prop_vehicle. prop_vehicle_jeep is derived from prop_vehicle_driveable so it has extra code to make it work how valve wanted, plus most games don't have that entity.
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snipercup
Junior Member
Join Date: Nov 2010
Old 02-20-2011 , 13:55   Re: [Orangebox+] Vehicle Mod
Reply With Quote #296

Quote:
Originally Posted by blodia View Post
neither plugin supports prop_vehicle_jeep, the main plugin uses prop_vehicle_driveable and the alternate uses prop_vehicle. prop_vehicle_jeep is derived from prop_vehicle_driveable so it has extra code to make it work how valve wanted, plus most games don't have that entity.
Yeah I gave up on prop_vehicle_drivable and just used prop_vehicle jeep. It works better in synergy. Im glad your plugin works for other games though.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 02-20-2011 , 15:12   Re: [Orangebox+] Vehicle Mod
Reply With Quote #297

sorry i misread your previous post, i thought you were experiencing crashes using my plugin with prop_vehicle_jeep. but yeah, prop_vehicle_jeep is better than prop_vehicle_driveable, if only all source games supported it, it would solve a lot of problems.
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blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 02-22-2011 , 15:06   Re: [Orangebox+] Vehicle Mod
Reply With Quote #298

aaaaarrrggggghhh. i just wasted the last few days... i tweaked the airboat and buggy models and collision models and started adding the player bones. just now i thought i'd check out my progress in the sdk model viewer and everything looked fine in css, then i tried tf2 and it didn't work, turns out tf2 has different names for the player bones, i assumed that because hl2 and css had the same names for the bones that all games did, but now it seems each game most likely has its own names for each bone.
theres no point me adding the player bones as it would only work in css and i am trying to support as many ob games as possible. so i'm not going to recompile the model, sorry natalya.

Last edited by blodia; 02-22-2011 at 15:09.
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Monkeys
Veteran Member
Join Date: Jan 2010
Old 02-22-2011 , 20:58   Re: [Orangebox+] Vehicle Mod
Reply With Quote #299

It'd be rather dirty, but you could add extra bones on the same positions, just different names.

But you'd have to do it for each game, though.
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NatalyaAF
Senior Member
Join Date: Dec 2008
Old 02-23-2011 , 00:45   Re: [Orangebox+] Vehicle Mod
Reply With Quote #300

Quote:
Originally Posted by blodia View Post
aaaaarrrggggghhh. i just wasted the last few days... i tweaked the airboat and buggy models and collision models and started adding the player bones. just now i thought i'd check out my progress in the sdk model viewer and everything looked fine in css, then i tried tf2 and it didn't work, turns out tf2 has different names for the player bones, i assumed that because hl2 and css had the same names for the bones that all games did, but now it seems each game most likely has its own names for each bone.
theres no point me adding the player bones as it would only work in css and i am trying to support as many ob games as possible. so i'm not going to recompile the model, sorry natalya.
Well can you post the reference .smd at least? I can't decompile the buggy for some reason.
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Natalya: killing someone while they make a plugin
Natalya: perfect analogy
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