[url]http://getsatisfaction.com/facepunch/topics/getbonematrix_seems_to_return_incorrect_transformation_matrices_with_certain_bones_also_matrices_have_a_really_poor_interface_that_should_be[/url]
Posting here to get some attention, bones are a pain in the ass to manipulate because of this issue. There should be a well defined way to get the position of a bone in the world, and its transformation matrix, which should be relative to its parent. Right now, it's all messed up, and even SetBoneMatrix gets confused and seems to mix up absolute and relative coordinates.
And VMatrices have shit interface functions. There should be at least something that turns a matrix into a 4x4 table and vice versa.
I requested this:
[url]http://getsatisfaction.com/facepunch/topics/gravity_gun_high_speednoclip_drop[/url]
[url]http://getsatisfaction.com/facepunch/topics/only_sending_npcs_z_position_when_it_changes[/url]
HOPEFULLY this won't be too much work but I honestly don't know. It would be amazing and a great benefit to all if this was implemented though!
Added util.ParticleTracer( strName, vecStart, vecEnd, boolWhizz )
what is Whizz?
[QUOTE=Bang Train;16205356]Added util.ParticleTracer( strName, vecStart, vecEnd, boolWhizz )
what is Whizz?[/QUOTE]
It is something like a:
VWOOOSH A BULLET JUST PASSED YOUR HEAD BE GLAD YOU'RE STILL ALIVE-kinda sound.
ParticleTracer is like the medigun from TF2, right?
If it makes any sense: [url]http://getsatisfaction.com/facepunch/topics/nav_mesh_npc_movement_lua_binding_stuff[/url]
[editline]03:39AM[/editline]
WOO! Love ya Garry:
[quote]
Added HTMLPANEL:StartAnimate( int ms )
Added HTMLPANEL:StopAnimate()
[/quote]
a-la garry.tv
Since posting here seems to be all the rage
Tracers are always drawn from the current viewpos: [url]http://getsatisfaction.com/facepunch/topics/tracers_are_always_drawn_from_the_current_viewpos[/url]
Returning false in SWEP:Holster() only affects the server. Returning false in SWEP:Deploy does nothing. [url]http://getsatisfaction.com/facepunch/topics/bug_returning_false_in_swep_holster_only_affects_the_server_returning_false_in_swep_deploy_does_nothing[/url]
[url]http://getsatisfaction.com/facepunch/topics/javascript_and_html_control[/url]
[url]http://getsatisfaction.com/facepunch/topics/add_derma_editing_tools[/url]
[url]http://getsatisfaction.com/facepunch/topics/randomly_when_someone_connects_server_crashes_because_of_lua_string_tables_overflow_or_something_like_this[/url] - don't know if it should go here but this is very annoying bug
[QUOTE=Bang Train;16205648]ParticleTracer is like the medigun from TF2, right?[/QUOTE]
No, just ordinary tracers using the Orange Box particle systems. Minigun. Shotguns. Etc. The medigun is a particle system all its own, which at the moment you have to replicate by creating an info_particle_system entity and setting a bunch of keyvalues for the control points.
[QUOTE=mahalis;16222074]No, just ordinary tracers using the Orange Box particle systems. Minigun. Shotguns. Etc. The medigun is a particle system all its own, which at the moment you have to replicate by creating an info_particle_system entity and setting a bunch of keyvalues for the control points.[/QUOTE]
Perhaps that could be simplified.
[QUOTE=mahalis;16222074]No, just ordinary tracers using the Orange Box particle systems. Minigun. Shotguns. Etc. The medigun is a particle system all its own, which at the moment you have to replicate by creating an info_particle_system entity and setting a bunch of keyvalues for the control points.[/QUOTE]
The medigun's beam works the same way as a tracer, it's just that you can also use change the angle of the control points to influence the beam.
[url=http://getsatisfaction.com/facepunch/topics/dpropertysheet_remove_why_not]I've always wanted to be able to remove a tab from a DPropertySheet[/url]
[QUOTE=Yobdren;16222883]Perhaps that could be simplified.[/QUOTE]
Yeah, I've asked for a proper particle system entity before. Control points are the main thing we're missing. I'll post a proper request on GetSatisfaction sometime.
[QUOTE=mahalis;16279796]Yeah, I've asked for a proper particle system entity before. Control points are the main thing we're missing. I'll post a proper request on GetSatisfaction sometime.[/QUOTE]
I [i]think[/i] there were some additional functions regarding OB particles in the SDK. I might be wrong though.
[url=http://getsatisfaction.com/facepunch/topics/gm_onentitycollide_hook]There should be a hook "GM:OnEntityCollide" that gets called when two entities collide. This way you don't have to make a SENT to detect collision of it.[/url]
[QUOTE=FPtje;16324411][url=http://getsatisfaction.com/facepunch/topics/gm_onentitycollide_hook]There should be a hook "GM:OnEntityCollide" that gets called when two entities collide. This way you don't have to make a SENT to detect collision of it.[/url][/QUOTE]
There's one recently added called GM:EntsShouldCollide( enta, entb ) I believe. You can just hook in and not return anything to just detect collisions.
If a text is blue it means you can click it. When you click it:
[quote]the GM:ShouldCollide hook gets called before entities collide. [/quote]
ShouldCollide is not called when two entities are colliding!
It's called before that!
Try it yourself, spawn a prop, freeze it in the air, add a ShouldCollide hook and print(ent1, ent2)
Move the prop [b]without[/b] making it touch the world and it will print "prop_physics Worldspawn"
Here is mine, good for scoreboards and score systems that save frags/deaths
[url]http://getsatisfaction.com/facepunch/topics/player_frags_huge_numbers_fail[/url]
[b]Not sure if PLAYER:Deaths() has this too[/b]
Shouldn't this be stickied?
[QUOTE=TehBigA;16384979]Here is mine, good for scoreboards and score systems that save frags/deaths
[url]http://getsatisfaction.com/facepunch/topics/player_frags_huge_numbers_fail[/url]
[b]Not sure if PLAYER:Deaths() has this too[/b]
Shouldn't this be stickied?[/QUOTE]
The engine limits frags to something like 2048, I think.
It just carries back over to 0, kind of like the ammo counter on the Default HUD.
No the engine itself it an integer, I just checked what the source mod code does [and an integer is nothing in ram these days] which should handle AT LEAST like +-32,767 and HLSW RCon tool reports correctly when the Lua Bind is failing.
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