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


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Dragokas
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Old 03-13-2020 , 08:39   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #11

Ahh, Looks like I got it. You propose to use parachute gravity to move player.

But in such case, player's movement will be ignored.
At the moment, player still can adjust the course in fly mode.
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kadet.89
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Old 03-13-2020 , 15:40   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #12

I think, the inheritance works only one way. If a player is attached to something, that something shouldn't get the glow effect from the player.

The idea is to modify the parachute model in 3ds max or whatever - attach a player model to it with invisible skin.

Then spawn this invisible player+parachute model as prop_physics and attach a real player to it. Then set move type to "none" https://sm.alliedmods.net/new-api/en...EntityMoveType for the player and it will work exactly like on the video above. Just immagine the bus is the parachute.

All player move actions can be applied to the parachute via Velocity component in https://sm.alliedmods.net/new-api/sd...TeleportEntity function. Set angle and origin to NULL_VECTOR.
Get pressed buttons from here https://sm.alliedmods.net/new-api/sd...OnPlayerRunCmd, convert them to velocity vector and apply to the parachute ( the same way it works with the bus).

Last edited by kadet.89; 03-13-2020 at 15:48.
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Dragokas
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Old 03-13-2020 , 16:03   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #13

Ok, thanks for explanation.

3ds max for creating attachment point?

What is a point of invisible model, why I can't try attach player entity directly?
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kadet.89
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Old 03-13-2020 , 16:54   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #14

I'm not sure if attached players can be damaged by bullets the normal way. If they can, than there is no need in the invisible model.
Attachmen points are not needed. A player can be attached to a parachute and then teleported a bit down. Or teleprted to the right position and then parented.

Last edited by kadet.89; 03-13-2020 at 16:55.
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Dragokas
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Old 03-13-2020 , 18:22   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #15

I don't quite understand, edit model in 3ds max for what purpose? - support physics?
And, about hitbox damage redirection, do you think forwaring damage position to SDKHooks_TakeDamage() will be enough to emulate it correctly?
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Last edited by Dragokas; 03-13-2020 at 18:22.
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kadet.89
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Old 03-14-2020 , 18:06   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #16

In the video you can see 4 hands. Own player hands and the dummy entity hands.
The player is scaled to 0.0001% and attached to the head of the dummy entity.
As the player is very small, he can't be damaged. All damage to the dummy entity is forwarded to the player.

The idea is that when the vehicle is upside down, the player stays upright, but the distance from the viewpoint to the players origin is negligible and the view point remains in the dummy head.

Since the parachute always stays upright, there is no need in scaling player down. But the question is can the player be damaged or not when he is attached to another entity. If there is no damage, then it should be handeled somehow, or not. What I saggested above is just one of possible options.

Last edited by kadet.89; 03-15-2020 at 07:30.
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Silvers
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Old 03-14-2020 , 18:34   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #17

I noticed some models from Hats plugin don't appear with glow when parented. Some property in the model seems to define if the glow should be inherited. Since you're working with a custom model, maybe you can recompile to tick whichever flag needs ticking. This doesn't work for base models unless you're going to resend them. Still would like a fix for Hats plugin to stop the glow too, but I suspect it's client side only.
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Dragokas
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Old 03-14-2020 , 18:45   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #18

wow, kadet, your implementation method of vehicle became even more interesting.
Appreciate you for answers, and, still want to know:

Quote:
Originally Posted by Dragokas View Post
I don't quite understand, edit model in 3ds max for what purpose? - support physics?
And, about hitbox damage redirection, do you think forwaring damage position to SDKHooks_TakeDamage() will be enough to emulate it correctly?
however, with 0.0001% scaling, I think your original client already lose such term as damage coordinates

Silvers, thank you for info. Need to investigate it. Do you know what concete model doesn't cause glow inheritance?
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Last edited by Dragokas; 03-14-2020 at 18:48.
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kadet.89
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Old 03-15-2020 , 07:37   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #19

1) Add necessary hitboxes to the parachute model to forward hitbox attacks from it to the attached player
2) I forward TraceAttack hook, I never tried to use TakeDamage for that purpose. But I see no reason why it shouldn't work this way.

Last edited by kadet.89; 03-15-2020 at 07:39.
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Beatles
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Old 10-19-2020 , 11:07   Re: [L4D1] How to disable glow inheritance on parented model?
Reply With Quote #20

Someone sent me this, apparently it is the solution to remove the glow of the survivors.

PHP Code:
<property name="m_nGlowForTeam"> <type>integer</type> <offset>1608</offset> <bits>4</bits>
   
    
GameRules_SetProp("m_nGlowForTeam"any:040false); 
If this works, it is the solution, I share it with you.

I almost forgot, he also sent me these other 2 lines, I think it could be very helpful

PHP Code:
m_flGlowProxySize
m_hasTankGlow 
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