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- XashXT (https://hlfx.ru/forum/forumdisplay.php?forumid=30)
-- Vehicles in Xash (https://hlfx.ru/forum/showthread.php?threadid=4397)
Vehicles in Xash
After a little annoyance, I'm back with some questions to bother you all again. I had seen DrTressi's demo on cars in Xash and since I needed some vehicles for my mod, I figured I'll ask him how he did it. I didn't still get what he meant though, using an func_pushable on a trigger_push linked on a parent. I was wondering if some of you guys have done the same as DrTressi did.
I'm being an idiot though here, but i'm trying my best to understand.
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CRxTRDude
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Nikki Shore blog / XashXT Cookbook (CSM)
Well, there is a reverse engineered source code of Counter-Strike's 1.6 mp.dll. And it contains the func_vehicle entity code. You can use these sources as a template for your own code. Look here: http://cs16nd.googlecode.com/svn. IMHO, the methods used by DrTressi are incredibly complicated, because of Doctor uses mapping only.
-=DrTressi=- он говорит - доктортрессизм у тебя
В острой форме.
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My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
1 | switch ( day ) { |
2 | case 1: print( "1st" ); break; |
3 | case 2: print( "2nd" ); break; |
4 | case 3: print( "3rd" ); break; |
5 | case 4: print( "4th" ); break; |
6 | case 5: print( "5th" ); break; |
7 | case 6: print( "6th" ); break; |
8 | case 7: print( "7th" ); break; |
9 | ... |
10 | case 31: print( "31st" ); break; |
11 | } |
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>Вот эти мапперские изыски - они как раз от того, что люди не знают изящные кодерские решения.
это от того, что в хл начисто отсутствует возможность писать скрипты для карт. а запихивание абсолютно всех одноразовых механизмов, в серверную библиотеку -- это трэш
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http://www.moddb.com/mods/monorail-quest
thambs
Ну дык, а потом удивляются чаго моды на такие карошие движки не делает никто .
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У котёнка мокрый нос и гладенькая шерсть, у него забавный хвост и быстрых лапок шесть. Две задних, две средних и две передних лапы, такая многоножка получилася у папы.
Он ученый — папа мой — зверушек изучает, гуляет по помойкам, ловит крыс и чаек. Две крысы белокрылые и чайки две унылые покрытые пупырчатою кожей лягушат без пёрышек тоскуют и ускакать спешат.
А ещё есть муравей большой размером с гуся он пугает всех зверей, и я его боюся, когда он ковыляет на лапках на своих.
И в двери ударяет, и начинает стих: Я — муравей, воды налей! Не меньше ведра, напиться мне пора!
Well, I was trying to understand what you guys said, it seems that there's something between coding and mapping and here's my are two cents for both mapping and coding. It's better to map it when you want to have something that's on the fly given that you know the ins and outs of the engine, however it's better to code when you really need to add it to your features that standard mapping couldn't do.
DrTressi made a demo showing that you can do it with just some brush entities and logic, and he succeeded. I would be a little jealous of what he did thus far and I know I needed to read more.
And I would agree with all of you as well that coding has a significant advantage over mapping and that it's more stable as well.
Either way, for one thing, DrTressi was right regarding asking in the forums rather than PM'ing the heck of all of you. I guess I was tad impatient that time, sorry about that DrTressi and for some that I bothered. I hope that we collaborate more in the coming days. I'm already at work with my mod and just recently reinstalled my modelling program because the other one's an annoying bitch.
Again, thanks guys and have a good day/night.
PS. Ku2zoff: I'll check out the source of the vehicles in CS and will post the results, probably as a new post for my mod. thanks about that.
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