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Visible boundings, triggers, scans... #127375
04/30/07 05:32
04/30/07 05:32
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline OP
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tompo  Offline OP
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
What You think about a functions to create virtual passable models with alpha to see bounding boxes, triggers or var_mode to see c_trace and c_scan?
F.e.
My.visible_box = on;
my.visible_trigger = on;
c_scan(my.x,my.pan,vector(120,0,200),visible)?
I think it will be very helpful to checking the game or maybe to use in RTS games.

Last edited by tompo; 04/30/07 05:39.

Never say never.
Re: Visible boundings, triggers, scans... [Re: tompo] #127376
04/30/07 09:18
04/30/07 09:18
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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V

Joined: Aug 2005
Posts: 1,558
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If I understand you right, you can press F11 twice at runtime
to see the model bounding box with A6.5.

To see a c_trace ray, wait for A6.6->draw_line3d.

Re: Visible boundings, triggers, scans... [Re: vlau] #127377
04/30/07 09:28
04/30/07 09:28
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline OP
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tompo  Offline OP
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
I'm thinking about something like this: link
And something like those boxes (cones) to show c_scan and spheres to see triggering.


Never say never.
Re: Visible boundings, triggers, scans... [Re: tompo] #127378
04/30/07 16:02
04/30/07 16:02
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Posts: 2,503
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You could easily do this with c-script though...


xXxGuitar511
- Programmer
Re: Visible boundings, triggers, scans... [Re: xXxGuitar511] #127379
05/04/07 09:54
05/04/07 09:54
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline OP
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tompo  Offline OP
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
I know this... You know this... but a lot of rookies don't
And I thinking that putting this into engine will be faster in use than another loop to each moving ent in the game.


Never say never.

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