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Hidden camera


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Xanimos
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Join Date: Apr 2005
Location: Florida
Old 07-21-2006 , 20:04   Re: Hidden camera
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Quote:
Originally Posted by Cheap_Suit
Didn't johnjg75 made this? (Similar)

Found it: http://forums.alliedmods.net/showthread.php?p=227810
Chronic already posted that link.....and it is a litte different.

This one has not extra model you need to download. And I didn't see that you could shoot and destroy the cameras in that plugin where you can here. With getting bonuses/punishments for doing it.

If/when I see that it works it can be approved.
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GHW_Chronic
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Join Date: Sep 2004
Location: Texas
Old 07-21-2006 , 20:08   Re: Hidden camera
Reply With Quote #2

Quote:
Originally Posted by Suicid3
And I didn't see that you could shoot and destroy the cameras in that plugin
From JJG75's
Code:
    entity_set_float(ent,EV_FL_health,get_pcvar_float(health))     if(get_pcvar_num(health) == 1)         entity_set_float(ent,EV_FL_takedamage,0.0)     else         entity_set_float(ent,EV_FL_takedamage,1.0)
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Xanimos
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Old 07-21-2006 , 20:10   Re: Hidden camera
Reply With Quote #3

Thanks for proving me wrong on that statement. But this still gives bonuses/punishments for doing so and you dont need an extra model.
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GHW_Chronic
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Join Date: Sep 2004
Location: Texas
Old 07-21-2006 , 20:12   Re: Hidden camera
Reply With Quote #4

Quote:
Originally Posted by Suicid3
Thanks for proving me wrong on that statement. But this still gives bonuses/punishments for doing so and you dont need an extra model.
yes agree, it is indeed different enough to become approved. I'll check over the code to suggest improvements in a sec.

Edit: Still need to remove the .amxx file from download area.
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GHW_Chronic
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Join Date: Sep 2004
Location: Texas
Old 07-21-2006 , 20:26   Re: Hidden camera
Reply With Quote #5

A. why did you have to create 2 entities for the camera? Just set the takedamage flag for the info_target
B. You should really change all of the engine stuff over to fakemeta
C. You should allow players to move the camera like a survailance camera, check the code I made for JJG75 for that.
D. You should use either get_players or get_maxplayers instead of the maxplayers define
E. You only need one prethink for the player, you can check camera status on the player's prethink.
F. And as for resethud, it should be fine to use it in this case.
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R3SP3CT
Junior Member
Join Date: Feb 2006
Old 07-22-2006 , 10:36   Re: Hidden camera
Reply With Quote #6

Quote:
Originally Posted by GHW_Chronic
A. why did you have to create 2 entities for the camera? Just set the takedamage flag for the info_target
B. You should really change all of the engine stuff over to fakemeta
C. You should allow players to move the camera like a survailance camera, check the code I made for JJG75 for that.
D. You should use either get_players or get_maxplayers instead of the maxplayers define
E. You only need one prethink for the player, you can check camera status on the player's prethink.
F. And as for resethud, it should be fine to use it in this case.
A. When you attach view on an antity the aim of the view and the aim of the model is inverted vertically (Y) so i created two entitys one for image "NewEnt" wich aims correctly, and "lookin" wich is invisible and i inverted its aim vertically to view through it correctly.
Code:
entity_set_vector(NewEnt[id], EV_VEC_angles, vEntAngles)
vEntAngles[0] = vEntAngles[0] - (vEntAngles[0] * 2)
entity_set_vector(lookin[id], EV_VEC_angles, vEntAngles)
B. I will try... it could take some time because im not very experienced scripter at fakemeta.
C. Hmm... i think it looks more realistic when you cant move that tiny camera.
D. Thanks for notice. Will add it in the next update.
E. Yea, i know that. But i dont know how to get the killer of the entity on client prethink.
F. It should.

Jak, yea, i missed that, thanks! I just edited first post.
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GHW_Chronic
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Join Date: Sep 2004
Location: Texas
Old 07-22-2006 , 17:37   Re: Hidden camera
Reply With Quote #7

Quote:
Originally Posted by R3SP3CT
A. When you attach view on an antity the aim of the view and the aim of the model is inverted vertically (Y) so i created two entitys one for image "NewEnt" wich aims correctly, and "lookin" wich is invisible and i inverted its aim vertically to view through it correctly.
Code:
entity_set_vector(NewEnt[id], EV_VEC_angles, vEntAngles)
vEntAngles[0] = vEntAngles[0] - (vEntAngles[0] * 2)
entity_set_vector(lookin[id], EV_VEC_angles, vEntAngles)
set the entity's angles and then set it's view angles, so thus the model will look right and the view will look right
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