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Solved [L4D1] How to disable glow inheritance on parented model?


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Dragokas
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Old 03-08-2020 , 14:11   [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #1

PHP Code:
        int entity CreateEntityByName("prop_dynamic_override");
        
        if (
entity != -1)
        {
            
DispatchKeyValue(entity"model"path_full_model);
            
DispatchKeyValue(entity"DefaultAnim"sAnimIdle);
            
SetEntityMoveType(entityMOVETYPE_NOCLIP);
            
DispatchSpawn(entity);
            
SetVariantString(sAnimDeploy);
            
AcceptEntityInput(entity"SetAnimation");
            ...
            
SetVariantString("!activator"); 
            
AcceptEntityInput(entity"SetParent",cliententity0);
            
SetVariantString("medkit");
            
AcceptEntityInput(entity"SetParentAttachment");
            ...
            
TeleportEntity(entityvOriginview_as<float>({0.00.090.0}), NULL_VECTOR);    
        } 
Parented to survivor.

Thanks.
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Last edited by Dragokas; 03-18-2021 at 13:55.
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Lux
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Old 03-11-2020 , 06:46   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #2

A screenshot will help alot with showing the problem.

If it is what I think you mean that glow is clientsided if I remember right.
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Dragokas
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Old 03-11-2020 , 15:14   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #3

Sure, please.
Attached Images
File Type: jpg para_no_wall.jpg (52.4 KB, 235 views)
File Type: jpg para_wall.jpg (76.6 KB, 171 views)
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Silvers
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Old 03-11-2020 , 21:49   Re: [L4D1] How to disable glow inheritance on parented model?
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Afaik client side, not possible.
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Dragokas
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Old 03-12-2020 , 00:29   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #5

Thanks.

Even if I could control client side, I still dunno how to delimit glow between base model and parented model.
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kadet.89
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Old 03-12-2020 , 06:39   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #6

You could try prop_dynamic_ornament instead or use constraints. There is no constraint interface exposed to sp though, you would have to use Phys_constraint or Phys_keepupright:
https://developer.valvesoftware.com/...ys_keepupright
https://developer.valvesoftware.com/...hys_constraint
Or write an extension, see CreateFixedConstraint:
https://github.com/ValveSoftware/sou...cs_interface.h
That way excessive Phys_constraint / Phys_keepupright can be avoided

If you don't care about small lags, you could detach the model from the player and correct the position in playerthink hook. If you set the coordinates and the velocity to be equal to the players every gameframe, it should look like parented entity but without the glow effect

Last edited by kadet.89; 03-12-2020 at 06:55.
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Silvers
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Old 03-12-2020 , 17:36   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #7

Quote:
Originally Posted by kadet.89 View Post
If you don't care about small lags, you could detach the model from the player and correct the position in playerthink hook. If you set the coordinates and the velocity to be equal to the players every gameframe, it should look like parented entity but without the glow effect
Maybe if you're a listen server without any clients. With client prediction and internet lag I highly doubt that would work smoothly, you would notice the prop isn't attached.
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Dragokas
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Old 03-12-2020 , 17:59   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #8

It was the way how original parachute plugin is created, and I didn't like that small lags, not smooth and more CPU consuming. Not our way.

kadet.89, thanks for ideas, I will look into them a bit later.
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Last edited by Dragokas; 03-12-2020 at 17:59.
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kadet.89
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Old 03-13-2020 , 05:34   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #9

Well, you attach the parachute to the player, what if you do it vise-versa?
I did such a trick for vehicle mode. The only problem that the parachute model should have player-like hitboxes. And trace attack on these hitbohes should be forwarded to corresponding player hitboxes.

The easiest way is to create a prop_dynamic / prop_physics with invisible player model and attach everything to it, but it implies that 2 entities will be used for the parachute instead of one.

Here is an example of a player to "prop_physics" attachment : https://youtu.be/uL8gV_ayTyw?t=116 For CS:GO it's the same

Last edited by kadet.89; 03-13-2020 at 08:04.
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Dragokas
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Old 03-13-2020 , 08:32   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #10

Wait, what? Attach player to parashute? Newer tried Shouldn't it broke everything related to movement, or ...
I don't quite understand relationship.

Lux has successfull examples on using "prop_dynamic_ornament" and "commentary_dummy" for player model.

So, what is relation? Attach fake player model to parachute? Than what to attach to player?
Do you think 1 additional (invis) model in chain will broke glow inheritance?

BTW, nice mod =)
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