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Problem with View Entity
#190617
03/28/08 15:37
03/28/08 15:37
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Joined: Aug 2007
Posts: 286
DestroyTheRunner
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Posts: 286
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As an examplo im using this code that is in the manual Code:
entity shotgun_onscreen { type = <shotgun.mdl>; layer = 2; // display above view entities with layer 1 flags = visible;// visible on screen from the start view = CAMERA; // same camera parameters as the default view albedo = 50; // gouraud shading from sun position x = 100; // place 100 quants ahead of the view y = -50; // 50 to the right z = 0; // and center vertically }
THE PROBLEM:I have a code that creates a smoke particle, and the initial position of this particle SHOULD be "shotgun_onscreen.x" but it looks like the engine doesnt recon that shotgun_onscreen is an entity. so if I put something like this Code:
effect(starter_weaponfire,10,shotgun_onscreen.x,vector(0,0,20));
it creates the particle in the middle of the map, so it seems that shotgun_onscreen.x is equal to 0! help? thanks
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Re: Problem with View Entity
[Re: DestroyTheRunner]
#190618
03/28/08 19:31
03/28/08 19:31
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Joined: Feb 2008
Posts: 337
Vadim647
Senior Member
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Senior Member
Joined: Feb 2008
Posts: 337
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try using: Code:
vec_set(temp,vector(100,-50,0)); vec_rotate(temp,camera.pan); vec_add(temp,camera.x); effect(starter_weaponfire,10,temp.x,vector(0,0,20));
temp is just any temporary vector pointer. particles maybe spawn on point (100,-50,0) your code will work if gun positioned by code, not engine.
I switched to other account since marth 2010. Guess which.
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Re: Problem with View Entity
[Re: Vadim647]
#199576
03/31/08 12:49
03/31/08 12:49
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Joined: Aug 2007
Posts: 286
DestroyTheRunner
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thanks it does work. but there is no way to me to use coordinates based on this type of entity definition?
entity shotgun_onscreen{
type = <shotgun.mdl>;
layer = 2; // display above view entities with layer 1
flags = visible;// visible on screen from the start
view = CAMERA; // same camera parameters as the default view albedo = 50; // gouraud shading from sun position
x = 100; // place 100 quants ahead of the view
y = -50; // 50 to the right
z = 0; // and center vertically
}
SECOND QUESTIONcan I animated an entity like mentioned above? because if both of this question the answers in no, them I´ll cannot use it, since i need to the entity "shotgun_onscreen" be animated. thanks
Last edited by DestroyTheRunner; 03/31/08 12:52.
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Re: Problem with View Entity
[Re: DestroyTheRunner]
#199772
04/01/08 10:50
04/01/08 10:50
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Joined: Apr 2007
Posts: 582 Germany
Poison
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Posts: 582
Germany
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TO THE SECOND QUESTION Of course can you animate you Entity. just animate it like a normal modell, via ent_animate  .
Everything is possible, just Do it!
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Re: Problem with View Entity
[Re: DestroyTheRunner]
#200128
04/02/08 17:36
04/02/08 17:36
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Joined: Aug 2007
Posts: 286
DestroyTheRunner
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I need a hand here.. someone? EDIT. actually what I need, is the global position of a given VIEW ENTITY. Which its not been possible, If i set a particle to spawn at: eg. shotgun_onscreen.x shotgun_onscreen.y shotgun_onscreen.z the particles gets created at the middle of the level. and not at the real position. As previous posts showed me that its possible to get the same effect using another code not using the shotgun_onscreen entity. but i NEED the real position of a view entity.(in my case shotgun_onscreen.x be a real global position) HELP
Last edited by DestroyTheRunner; 04/02/08 18:10.
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Re: Problem with View Entity
[Re: DestroyTheRunner]
#200145
04/02/08 19:46
04/02/08 19:46
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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vec_for_screen ( VECTOR*, VIEW*); The opposite of the vec_to_screen instruction. It converts XY screen coordinates, given through the vector, to a world position of the given view. Because a unique 3D position can not be determined from a XY screen position alone, a depth must also be given in the Z coordinate of the vector. The view must be visible for this instruction to work. This instruction can be used to place entities into a level on mouse click on the screen. Parameters: VECTOR* vector to be converted VIEW* View pointer to be used for the conversion Returns: NULL - Result is outside the view cone. VECTOR* - Result is inside the view cone. Modifies: VECTOR* Speed: Fast Example:
function spawn_sprite()
{
// spawn a sprite at mouse click position, 200 quants behind the screen
temp.x = mouse_pos.x;
temp.y = mouse_pos.y;
temp.z = 200;
vec_for_screen(temp,camera);
ent_create("arrow.pcx",temp,NULL);
}
...
on_mouse_left = spawn_sprite;
Source: http://manual.conitec.net/avec_for_screen.htm
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Re: Problem with View Entity
[Re: Xarthor]
#200153
04/02/08 20:02
04/02/08 20:02
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Joined: Aug 2007
Posts: 286
DestroyTheRunner
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ok I think you misunderstood me. :p
Doesnt a view entity a real entity?
eg. Entity shotgun_onscreen{}
I need this view entitiy to it be a real entity.
edit. example, when i shoot with my gun, a smoke particle will be created at this view entity position, which occurs to be a gun. thats why i need this view entity to be a real entitity.. so i can access its data like any other entity.
Last edited by DestroyTheRunner; 04/02/08 20:08.
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Re: Problem with View Entity
[Re: DestroyTheRunner]
#200289
04/03/08 12:38
04/03/08 12:38
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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Then you need to create it using "ent_create" (or place it inside the level and give it a function) and attach it to the camera at each frame. To avoid "player-stucks-in-weapon-and-is-unable-to-move" situations: - ignore_push for the player or: - passable for the gun To prevent the gun from "going-into-walls": - znear flag for the gun edit: Please excuse my stupidity! You can of course also use rel_to_screen and rel_for_screen: http://manual.conitec.net/avec_rel_for_screen.htm
Last edited by Xarthor; 04/03/08 12:43. Reason: stupidity
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Re: Problem with View Entity
[Re: Xarthor]
#200316
04/03/08 14:26
04/03/08 14:26
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Joined: Aug 2007
Posts: 286
DestroyTheRunner
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Posts: 286
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thaaanks  I just thought that view entities could be used as normal entities. thanks Xarthor
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