Dynamic Foot prints

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Taiwo
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Dynamic Foot prints

Post by Taiwo »

Hello people, i heard you lovely lovely people have worked out how to put footprints dynamicly as players (NPC's) run about

Dont suppose you can help i guy out and point be in the right direction
we've been trying it for some time but now luck, ive found the incomplete code in the SDK but i dont know how to use it cause of all the missing varibles that the function(s) use,
so can you guys help me out...

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Lark
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Re: Dynamic Foot prints

Post by Lark »

Taiwo wrote:Hello people, i heard you lovely lovely people have worked out how to put footprints dynamicly as players (NPC's) run about

Dont suppose you can help i guy out and point be in the right direction
we've been trying it for some time but now luck, ive found the incomplete code in the SDK but i dont know how to use it cause of all the missing varibles that the function(s) use,
so can you guys help me out...

Our mod!
http://subvertus.ahl2mod.net/
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Taiwo
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Post by Taiwo »

well my friend im sure if you help us out, some sort of arrangement can be made 8)
The fox
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Post by The fox »

Im pretty sure either Hyperjag3 or Skidz will atleast help you accomplish getting the footprints working. Either that or atleast help you somewhat in explaning the general idea behinde it.
Taiwo
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Post by Taiwo »

good, some positive feedback
thats all i need a nudge in the right direction cause ive tried it myself and just got no where
skidz
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Post by skidz »

I dont have the code open right now but its pretty basic. You call the plant footprint function or w/e its called and pass in weather its left or right with a simple bool. The function then calculates the vector out and down depending on which foot its trying to plant and does a decal trace to the floor.
The code is pretty much all there.
Personally I dont really like it. I think since Valve have given us the abuility to use make collisionless displacements it would be better to just throw some snow models up around the players feet. There would be two displacments, one solid one not. The player would look like hes walking through some deep snow. :D
Pampers
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Post by Pampers »

That would be very cool. Could also use it for mud, quicksand and such.
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Taiwo
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Post by Taiwo »

Are you using the MP base, cause we're using the SP base, and the footprint code it baiscly rubbish

most ot the varibles it contains arnt in said classes anymore, although most of them i can work out
but one of which i cant is "prev->angles", i dunno what to do with this...
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Hyperjag3
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Post by Hyperjag3 »

Pev was a crappy hl1 thing. I believe it relates to a "this" pointer, so you could change that line to be "GetAbsAngles()".
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Post by skidz »

Taiwo wrote:Are you using the MP base, cause we're using the SP base, and the footprint code it baiscly rubbish

most ot the varibles it contains arnt in said classes anymore, although most of them i can work out
but one of which i cant is "prev->angles", i dunno what to do with this...
Its going to take you some work, but its still pretty damn easy. :P
Even more so on SP.
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