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Half-Life Position, Velocity, and Angles (for n00bs)


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--kml--
Senior Member
Join Date: Jan 2009
Old 05-04-2009 , 22:44   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #21

ouh yes i am less than a retard
thats why i want to know
(and also retard can know this also
a retard is a person that have less or more chromosome than 22 pairs.
so whats wrong a person less than a retard can understand this?
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well i am not that good in english,

so what is " magnitude"

whats this

hypotenuse * hypotenuse

what is deviation

thats all i want to ask

thx for the help
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stupok
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Join Date: Feb 2006
Old 05-04-2009 , 23:54   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #22

Awesome! I was hoping you'd ask specific questions. I hope I can add to your understanding.

1. Magnitude = size of the vector (size of the arrow)

In velocity, magnitude = speed

2. hypotenuse * hypotenuse

* = multiply

2 * 2 = 4

hypotenuse is the sloped part of a right triangle

[IMG]http://img83.**************/img83/1995/200pxtrianglesidessvg.png[/IMG]

In this picture, h is the hypotenuse.

3. deviation = change or difference

In a sentence: A ball can fall straight down with no deviation or it can be blown to the side by the wind. The wind can deviate the path of its fall.

4. I suggest you ignore comments like the one by ehha. They are not worth your time or consideration.

@ehha

Please don't post stupid things like that.
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--kml--
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Join Date: Jan 2009
Old 05-05-2009 , 09:37   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #23

ouh now i understand after carfeully reading the 1st post and this :O

yes u did add it to my understanding

1.but i still want to ask some questions about this :O
well a player origin in the middle is 0.0.0?

a. can you list the parts of the players origin?

b. hmmmm when a person jump what changes ? between x y z

3. fixed my post xD
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stupok
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Join Date: Feb 2006
Old 05-06-2009 , 11:21   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #24

1. I'm not sure what you're asking. The origin is measured from the center of the map to the location of the player. The only time the player's origin is (0,0,0) is when the player is in the center of the map. This usually never happens.

a. Well, you can get the player's regular origin located somewhere in his stomach, eyes origin, hands origin, etc.

b. z goes up then back down when he lands
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--kml--
Senior Member
Join Date: Jan 2009
Old 05-06-2009 , 19:44   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #25

1.well i mean by how to know the players origin.like in the hats08 plugin.

2.thx for replying :O
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anakin_cstrike
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Join Date: Nov 2007
Location: Romania
Old 05-07-2009 , 10:44   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #26

Nice thread !
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Old 05-14-2009, 03:35
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drekes
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Join Date: Jul 2009
Location: Vault 11
Old 04-18-2010 , 19:51   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #27

Is it possible to create an entity at a certain origin, like above a players head? by finding out his origins
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Originally Posted by nikhilgupta345 View Post
You're retarded.
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Bugsy
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Join Date: Feb 2005
Location: NJ, USA
Old 04-18-2010 , 20:52   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #28

Quote:
Originally Posted by drekes View Post
Is it possible to create an entity at a certain origin, like above a players head? by finding out his origins
Yes, get origin of player and add X units to the Z coordinate (origin[ 2 ]). You can look at my aimbot detection plugin which spawns a bot over a players head.
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Last edited by Bugsy; 04-18-2010 at 21:26.
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drekes
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Old 04-19-2010 , 01:47   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #29

thanks bugsy
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{PHILMAGROIN}
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Join Date: Aug 2007
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Old 05-09-2010 , 05:10   Re: Half-Life Position, Velocity, and Angles (for n00bs)
Reply With Quote #30

Great tutorial! helped me understand a lot! thanks
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