Raised This Month: $12 Target: $400
 3% 

Private Data


Post New Thread Reply   
 
Thread Tools Display Modes
BAILOPAN
Join Date: Jan 2004
Old 12-22-2004 , 23:42  
Reply With Quote #21

Yep, note that edict_t inherits a bunch of other classes. it's a good idea to read through those and see what they do.
__________________
egg
BAILOPAN is offline
Rex Mundi
Junior Member
Join Date: Dec 2004
Old 12-23-2004 , 05:14  
Reply With Quote #22

I can set the CBaseEntity ok, but I cannot use any of its functions, guess I need to include some things but not sure what exactly.

CBaseEntity *pCBaseEntity = NULL;
pCBaseEntity = pEntity->GetUnknown()->GetBaseEntity();

works

however

int iCurrHealth = pCBaseEntity->GetHealth();

does not.

For the moment I'll continue to use the offsets
Rex Mundi is offline
Manip
Senior Member
Join Date: Jan 2004
Old 12-23-2004 , 06:05  
Reply With Quote #23

The offsets appear to work well.
Manip is offline
Send a message via AIM to Manip
Rex Mundi
Junior Member
Join Date: Dec 2004
Old 12-23-2004 , 07:52  
Reply With Quote #24

yes, working fine for me

no offence to Pimp Daddy - the velocity offsets appear to be wrong (at least for me on win32 dedicated) - they appear to be correct for reading but not writing

using x= 148, y= 149 and z = 150 offsets is happy for read/writing though

hope this helps out anyone else emulating adminmods admin_slap too.
Rex Mundi is offline
Geesu
Veteran Member
Join Date: Mar 2004
Location: Cincinnati, OH
Old 12-23-2004 , 13:07  
Reply With Quote #25

yea I figured they were wrong, it was just an educated guess. I thought I found the vangles and angles, but I was wrong there too
__________________
Need war3ft help? DO NOT PM ME... Check the forums
Geesu is offline
Send a message via AIM to Geesu Send a message via MSN to Geesu
vancelorgin
Senior Member
Join Date: Dec 2004
Location: san frandisco
Old 12-23-2004 , 20:03  
Reply With Quote #26

lil test

Code:
if(FStrEq(pcmd, "boom")){
		CBaseEntity* e = pEntity->GetUnknown()->GetBaseEntity();
		IPhysicsObject* p = e->VPhysicsGetObject();
		
		p->Wake();
		p->EnableMotion(true);
		p->ApplyForceCenter(Vector(50000, 50000, 100000));
		p->ApplyTorqueCenter(AngularImpulse(30, 30, 0));
It only works if the player is physically active somehow. Try it on the ground and it does nothing. Stand on a box or car or something and you'll be sent flying. Think it has to do with the ground entity or some shit.
__________________
Avoid like the plague.
vancelorgin is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 13:22.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode