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draw beam
okay I've been making a new bot template from botmans so far, I'm trying to do some waypoint stuff, just trying to wonder how to draw a waypoint.
I can't really include the beam stuff as I need to include lots of files that can't find lots of stuff. I have: Code:
Code:
class CEdictRecipient : public IRecipientFilter |
Re: draw beam
Isn't there a beam entity?
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Re: draw beam
aye but remember that this is a plugin, no access to lots of stuff, and when you try to include the beam code you get hundreds of errors and external errors because a lot of the stuff is non plugin related.
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Re: draw beam
You might want to consider using NDebugOverlay stuff instead of beams. NDebugOverlay includes...
Code:
void Box(const Vector &origin, const Vector &mins, const Vector &maxs, int r, int g, int b, int a, float flDuration); I'm not sure if/how NDebugOverlay would work from a plugin, but it seems like a much better system for drawing "debug" lines/boxes/text/etc in the game. botman |
Re: draw beam
thanks, yeah I've had a small look at that. There is a small thing though, there was a comment saying that is won't work on HL dedicated server (The interface would be NULL), meaning that clients wanting to make waypoints on a dedicated server might not be able to. I'll have a go at it anyway for now.
edit: Actually I think the DebugOverlay stuff will ever only work for the local client, there is no input as to what player this should be sent to, even in the Line function it just picks the local player and works with it to determine what the local player can see to clip lines, but is not passed to the engine debugoverlay functions. |
Re: draw beam
Is there a network message you can send to trigger a beam on the client?
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Re: draw beam
The only thing I know is I need to fire a TempEntity net message, with TE_BEAMPOINTS. But that needs access to a ServerClass() what ever that is, which means you really need the TE_BeamPoints class, but again when you try to include that it's a pian because it includes lots of non plugin stuff.
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Re: draw beam
Actually I think I#ve got it, I think you've got to get the Server Effects Interface :
IEffects *g_pEffects = NULL; .. g_pEffects = (IEffects* )interfaceFactory(IEFFECTS_INTERFACE_VERSION,NULL) ; ... g_pEffects->Beam(..,..); Haven't tried it yet though but it compiles okay Edit: Arrrrgh.. Okay the interfaceFactory returns NULL.. :@ |
Re: draw beam
Quote:
Use this instead: Code:
effects = (IEffects*)gameServerFactory(IEFFECTS_INTERFACE_VERSION, NULL); |
Re: draw beam
Thanks!
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