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Thread: Problem with correct holo spawn angle(attachments inside!)

  1. #1
    Wire Noob Razor[PL] is on a distinguished road Razor[PL]'s Avatar
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    Mar 2010
    Location
    Poland, Rybnik
    Posts
    6

    Exclamation Problem with correct holo spawn angle(attachments inside!)

    Hi there. I have a problem with some holo thing I made. The problem is you need to spawn the E2, looking at good angles(screens show that) THIS IS NOT A RELEASE!

    Yfrog - gmwireconstructrc0002
    Correct view angle while spawning E2

    Yfrog - gmwireconstructrc0001
    and Incorrect one.

    Code:
    @name Shoulder Cannon by Razor[PL]
    @inputs Target:entity
    @outputs Bawlz:array
    @persist Attack Del 
    interval(10)
    Attack=owner():keyAttack1()
    Del=owner():keyUse()
    if(Attack&$Attack&owner():weapon():type()=="weapon_physcannon")
    {
    #holoEntity(3):soundPlay(3 * 2, 0, "ambient/energy/weld2.wav")
    Ent = propSpawn("models/hunter/misc/sphere025x025.mdl",0)    
    Ent:noCollide(owner())
    Ent:setPos(owner():toWorld(vec(0,0,60))+owner():eye()*(Ent:radius()+100))
    Ent:setMass(50000)
    Ent:setMaterial("models/shiny")
    Ent:setColor(vec(0,0,0))
    Ent:propGravity(0) 
    Ent:setTrails(3,70,0.5,"trails/plasma",vec(255,255,255),255)    
    Ent:applyForce((owner():eye()*1000000000)*Ent:mass())
    Bawlz:pushEntity(Ent)
    holoEntity(3):soundPlay(3* 2, 0, "HL1/ambience/particle_suck1.wav")
    }
    timer("Del",25000)
    if(clk("Del"))
    {
    Bawlz:shiftEntity():propDelete() 
    
    }
    
    if(Del&$Del)
    {
    for(I=1,Bawlz:count())
    {
    Bawlz:shiftEntity():propDelete()
    hint("Prop Deleted",2)     
    }    
    }
    
    if(Attack&$Attack&owner():weapon():type()=="weapon_crowbar")
    {
    #holoEntity(3):soundPlay(3 * 2, 0, "ambient/energy/weld2.wav")
    Ent = propSpawn("models/props_junk/harpoon002a.mdl",0)    
    Ent:noCollide(owner())
    Ent:setPos(owner():toWorld(vec(0,0,60))+owner():eye()*(Ent:radius()+100))
    Ent:setMass(50000)
    Ent:setMaterial("models/shiny")
    Ent:setColor(vec(0,0,0))
    Ent:propGravity(0) 
    #Ent:setTrails(3,70,0.5,"trails/plasma",vec(255,255,255),255)    
    Ent:applyForce((owner():eye()*1000000000)*Ent:mass())
    Bawlz:pushEntity(Ent)
    #holoEntity(3):soundPlay(3* 2, 0, "HL1/ambience/particle_suck1.wav")
    }
    timer("Del",25000)
    if(clk("Del"))
    {
    Bawlz:shiftEntity():propDelete() 
    
    }
    
    if(Del&$Del)
    {
    for(I=1,Bawlz:count())
    {
    Bawlz:shiftEntity():propDelete()
    hint("Prop Deleted",2)     
    }    
    }
    
    holoAng(3,(owner():aimPos()-holoEntity(3):pos()):toAngle())  
    holoParent(1,2)
    #holoAng(7,(owner():aimPos()-holoEntity(7):pos()):toAngle())
    holoAng(8,owner():eyeAngles()+ang(90,0,0))
    
    if(first())
    {
        #concmd("wire_holograms_block_client Razor[PL]") #It hides all your holo's! only for you, anyone else can see them, you need to change the Razor[PL] to your nick
    Pos=owner():attachmentPos("chest")-owner():pos()+owner():toWorld(vec(0,-1,0))
    Ang=owner():attachmentAng("head") #Ang=owner():attachmentAng("head")-owner():angles()+owner():toWorld(ang()) 
    
    
    #######PROBLEMS HERE########
    
    
    Pos2=owner():attachmentPos("eyes")-owner():pos()+owner():toWorld(vec(0,-1,0))
    Pos3=owner():attachmentPos("head")-owner():pos()+owner():toWorld(vec(0,-1,0))
    Ang2=owner():eyeAngles()
    holoCreate(2) 
    holoModel(2,"hqsphere")
    holoPos(2,Pos+(vec(-1,-4,6)))
    holoAng(2,Ang)
    holoScale(2,vec(0.5,0.5,0.5))
    holoParentAttachment(2,owner(),"chest")
    
    
    holoCreate(1)
    holoModel(1,"square")
    holoPos(1,Pos+(vec(0,-6,11)))
    holoAng(1,Ang+ang(-70,-42,0))
    holoScale(1,vec(0.8,0.2,0.2))
    holoParent(1,2)
    
    holoCreate(3)
    holoModel(3,"hqcylinder")
    holoPos(3,Pos +vec(4,-7,15.9))
    #holoAng(3,owner():eyeAngles())
    holoAng(3,(owner():aimPos()-holoEntity(2):pos()):toAngle())
    holoScale(3,vec(0.4,0.4,0.4))
    holoParent(3,2)
    
    holoCreate(4)
    holoModel(4,"square")
    holoPos(4,Pos+vec(1,-7,16))
    holoAng(4,Ang+ang(90,0,0))
    holoScale(4,vec(0.35,0.35,0.5))
    holoParent(4,3)
    
    holoCreate(5)
    holoModel(5,"square")
    holoPos(5,Pos+vec(-2,-7,15.89))
    holoAng(5,Ang+ang(0,0,0))
    holoScale(5,vec(0.8,0.25,0.25))
    holoParent(5,4)
    
    holoCreate(6)
    holoModel(6,"prism")
    holoPos(6,Pos+vec(-6,-7,16))
    holoAng(6,Ang+ang(0,0,0))
    holoScale(6,vec(0.8,0.25,0.25))
    holoParent(6,4)
    
    holoCreate(8)
    holoModel(8,"hqcylinder")
    holoPos(8,Pos3 +vec(6,0,0))
    holoColor(8,vec4(255,255,255,255))
    holoScale(8,vec(0.1,0.1,0.1))
    holoParent(8,2)
    
    holoCreate(7)
    holoModel(7,"hqcylinder2")
    holoPos(7,Pos2)#+vec(180,0,0))
    holoAng(7,Ang2)
    holoColor(7,vec4(255,0,0,100))
    holoScale(7,vec(180,0.05,0.05))
    holoParent(7,8)
    
    
    
    
    }
    
    if(owner():keyAttack2())
    {
        owner():setMaterial("models/shadertest/predator.mdl")
        holoMaterial(1,"models/shadertest/predator.mdl")
        holoMaterial(2,"models/shadertest/predator.mdl")
        holoMaterial(3,"models/shadertest/predator.mdl")
        holoMaterial(4,"models/shadertest/predator.mdl")
        holoMaterial(5,"models/shadertest/predator.mdl")
        holoMaterial(6,"models/shadertest/predator.mdl")
        owner():weapon():setAlpha(0)#:setMaterial("models/shadertest/predator.mdl")
    }
    else
    {
        owner():setMaterial("")
        owner():weapon():setMaterial("")
        holoMaterial(1,"")
        holoMaterial(2,"")
        holoMaterial(3,"")
        holoMaterial(4,"")
        holoMaterial(5,"")
        holoMaterial(6,"")
        
    
    }
     if (last()) 
    {
        concmd("wire_holograms_unblock_client Razor[PL]") #if you delete the E2 it will unblock all your holo's... you need to change the Razor[PL] to your nick
    }
    
    This code requires Prop core. I know the code is pretty messy but well it works, and you know... only stupid people clean up... genious overwhelm the chaos. Sorry for my bad english.([img][/img] didn't work)

    Few guys helped me, will give credits as soon as I will release (but I don't know if I will, this thing isn't even 25% done)

  2. #2
    billywitchdoctor.com Whosdr has a spectacular aura about Whosdr has a spectacular aura about Whosdr has a spectacular aura about Whosdr's Avatar
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    Posts
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    Default Re: Problem with correct holo spawn angle(attachments inside!)

    Angle using owner():toWorld(ang(Pitch,Yaw,Roll))
    .siht daer ot gniyrt emit detsaw ev'uoY

  3. #3
    Wire Noob Razor[PL] is on a distinguished road Razor[PL]'s Avatar
    Join Date
    Mar 2010
    Location
    Poland, Rybnik
    Posts
    6

    Default Re: Problem with correct holo spawn angle(attachments inside!)

    Yep, thou I don't know how to apply the formula, and it is commented... Pos=owner():attachmentPos("chest")-owner()os()+owner():toWorld(vec(0,-1,0))
    tried to convert this into angle, it works for position and non moving parts

    btw holoCreate(7)
    holoModel(7,"hqcylinder2")
    holoPos(7,Pos2)#+vec(180,0,0))
    holoAng(7,Ang2)
    holoColor(7,vec4(255,0,0,100))
    holoScale(7,vec(180,0.05,0.05))
    holoParent(7,8)
    is useless, it should be targeting laser but it will work only when I figure it out, so you can delete it

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