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Rotate an entity, then update the hullsize based on its new angle.


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PRoSToTeM@
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Old 04-20-2017 , 20:55   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #21

Quote:
Originally Posted by Gabe Iggy View Post
monster_tentacle is, to my knowledge, the only SOLID_BBOX monster in the game, and changing everyone to use this solid attribute is not really viable IMHO, I'd rather look another solution.
I just need an info whether SOLID_BBOX works correctly or uncorrectly as SOLID_SLIDEBOX.
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Natsheh
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Old 04-21-2017 , 02:53   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #22

Have you tried to recreate the entity on rotation or respawn it, will fix the rotation
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gladius
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Old 12-07-2017 , 21:45   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #23

I really need model and hitbox rotation, I can't figure it out. It's kinda tricky for me. I have a box and need to rotate it like being sloped.
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aron9forever
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Old 12-08-2017 , 09:53   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #24

Quote:
Originally Posted by gladius View Post
I really need model and hitbox rotation, I can't figure it out. It's kinda tricky for me. I have a box and need to rotate it like being sloped.
thanks for bumping this, would've never found it otherwise, this is great stuff

basically you have to edit your model for this to work, either by changing some bits with HEX or just recompile model with a flag, see older posts for explanation

also entity needs to be SOLID_BBOX for it to work, and large size initially
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useless small optimizations
Quote:
Originally Posted by Black Rose View Post
On a map that is 512x512x128 units you end up with 3,355,443,200,000 different "positions". To store each one of those positions individually in the variable "user_or" you need 12 terabytes of memory.
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gladius
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Old 12-08-2017 , 12:36   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #25

Ok just to be sure. I need to edit model with those changes you explained me. After that, I should rotate it with no more stuffs than angles? (since size won't work for sloped rotations).

Thank you
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aron9forever
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Old 12-08-2017 , 18:35   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #26

Quote:
Originally Posted by gladius View Post
Ok just to be sure. I need to edit model with those changes you explained me. After that, I should rotate it with no more stuffs than angles? (since size won't work for sloped rotations).

Thank you
you can try with helicopter model provided in previous pages first to see if u can do the scripting part first
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Meanwhile, in 2050:
Quote:
Originally Posted by aron9forever
useless small optimizations
Quote:
Originally Posted by Black Rose View Post
On a map that is 512x512x128 units you end up with 3,355,443,200,000 different "positions". To store each one of those positions individually in the variable "user_or" you need 12 terabytes of memory.
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gladius
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Old 12-08-2017 , 20:02   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #27

My plugin works great with helicopter, but I don't know how to patch or add that flag into my models :/
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PRoSToTeM@
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Old 12-09-2017 , 02:58   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #28

@gladius did you try online hex editors?
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gladius
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Old 12-09-2017 , 10:18   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #29

Sorry, I didnt response earlier. I already got it and works fine.

I'm Just curious with another question not 100% related with topic, if its possible when an entity is spinning (rotating around their axis) then a player standing above it should spin too. But I can't get it working, only if I set origin after each frame.
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klippy
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Old 12-09-2017 , 10:31   Re: Rotate an entity, then update the hullsize based on its new angle.
Reply With Quote #30

Your question deserves a new topic.
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