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Angles in CS and HL works different?


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Rirre
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Join Date: Nov 2006
Old 02-06-2014 , 07:08   Angles in CS and HL works different?
Reply With Quote #1

Can't find any thread about this.
Why is it different in CS 1.6 from HL (& mods)?

For example:
Gargantua in monster mod, if you stand in the 0 (Y) angle direction for the monster, the flames works just like in HL. But in (higher than) > 0 direction of it, the angle gets different.
So, when a gargantua facing me in 180 angle, the flames will be pointed into 135 and -135 angle.

Or Apache, very rarely it'll shoot anyone at all in CS.
It do not fire at all with the mounted gun underneath it if a enemy stands in higher than 90+ degree from it.

GetAttachment() is useless for CS since it always pointing to 0.

Gave it a try in TFC to see if the isuee is related to monster mod.
They act just like they do in HL as it should be.

0 Angle


180 Angle

Last edited by Rirre; 01-15-2015 at 14:09.
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Arkshine
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Join Date: Oct 2005
Old 02-06-2014 , 12:53   Re: Angles in CS and HL works different?
Reply With Quote #2

I don't know much but I would say more it's related to the map, I remember having trouble at some location of such map dealing with entity angle. I know nothing about mapping, but it might be worth to try to understand how it's built in such area. Sorry, it doesn't help much.
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Last edited by Arkshine; 02-06-2014 at 13:08.
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Rirre
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Old 02-06-2014 , 13:01   Re: Angles in CS and HL works different?
Reply With Quote #3

Good that I know mapping then. This has nothing to do with the map.
This have something to do with CS itself. That's my conclusion.
EDIT: If you copy the map over to HL and spawn a monster on the map there, you'll see there is no change with the angle(s).

Last edited by Rirre; 02-06-2014 at 13:10.
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Rirre
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Old 01-08-2015 , 09:40   Re: Angles in CS and HL works different?
Reply With Quote #4

Bump. I really want a solution on this
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meTaLiCroSS
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Old 01-09-2015 , 12:40   Re: Angles in CS and HL works different?
Reply With Quote #5

There exists a source code of it?
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Rirre
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Old 01-09-2015 , 18:23   Re: Angles in CS and HL works different?
Reply With Quote #6

Quote:
Originally Posted by meTaLiCroSS View Post
There exists a source code of it?
http://hpb-bot.bots-united.com/relea...in_src_3_0.zip
No change with GetAttachment(), nor UTIL_VecToAngles() if you compare it with HLSDK.

Last edited by Rirre; 01-09-2015 at 18:24.
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joropito
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Old 01-12-2015 , 06:26   Re: Angles in CS and HL works different?
Reply With Quote #7

I remember some issus with collision when Y is bellow 0, because that you can't ignore Arkshine comment.

Engine has some issues that with official maps + official setup doesn't happens so them was never fixed.
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Rirre
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Join Date: Nov 2006
Old 02-11-2015 , 06:06   Re: Angles in CS and HL works different?
Reply With Quote #8

Recently tested the module in CS 1.5 just to figure out if Valve did something with pfnGetAttachment in 1.6.
I got it confirmed, pfnGetAttachment has been changed in CS 1.6.
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KORD_12.7
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Join Date: Aug 2009
Location: Russia, Vladivostok
Old 02-12-2015 , 02:26   Re: Angles in CS and HL works different?
Reply With Quote #9

Try to install SV_StudioSetupBones fix (search on forum).
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Rirre
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Old 02-12-2015 , 04:40   Re: Angles in CS and HL works different?
Reply With Quote #10

Quote:
Originally Posted by KORD_12.7 View Post
Try to install SV_StudioSetupBones fix (search on forum).
Makes no difference :/
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