+ Reply to Thread
Page 23 of 49
FirstFirst ... 13 21 22 23 24 25 33 ... LastLast
Results 221 to 230 of 481

Thread: Advanced HUD Tools

  1. #221
    UWSVN Contributor moggie100 will become famous soon enough moggie100's Avatar
    Join Date
    Dec 2007
    Posts
    410

    Default Re: Advanced HUD Tools

    Quote Originally Posted by emspike View Post
    For circles you should be able to fill in sectors.

    Also, you should have a point-to-point line that can use rope/trail/wire textures.

    EDIT: Could you perhaps register E2 functions that can turn screen coordinates into world coordinates and vice versa? Could be useful for hybrid-coordinate HUDs.
    Please bear in mind that there is -no- circle drawing functions in Gmod Lua, so I'm having to write these myself from scratch. Luckily I've written algorithms to do this before, but it does mean that Lua is working rather hard to generate even a simple filled circle at the moment.

    As for point to point stuff, if we can find a way of using the rope textures on screen without the v1 texture glitch (the texture dissapears when the STOOL isn't in your hands) then I can do that - however, at the moment I'm getting the core functionality down first.

    Additionally, if we're talking about, say, a waypoint line, that would require a series of vector3's (world coords), quickly making the number of inputs on the SENT huge, so I'll probably limit things like this (polygon, polyline, texture polyline, so forth) which require a high number of inputs to a single array-access input, same as memory access, but one memory input per entity on screen.

    Wow, my explanations suck... - but suffice to say, I've already got this on the wishlist

    As for the E2 function stuff, TomyLobo is right - its impossible, mainly because of E2 running serverside, and the 3d->2d function being in the cleintside libs - but ignoring that, consider an E2 on a multiplayer server - who's camera/screen would the E2 function use to resolve the position? if it gets the wrong one, the output is meaningless, and would be just a random point on someone's screen :/

    Quote Originally Posted by Yukondano2 View Post
    Yeah..... here is the thing.
    I use this thing, set up a cross hair on a non player character, and The freaking cross hair is somewhere out in space. What i haven't tried is using a beacon sensor attached to it. I'm just wondering why its doing that? i set it to world positions, wire the 1 input on the adv pod controller to the target finder, and that glitch happens. I can fix it, I'm just confused why it glitched in the first place.
    When you use the world coordinates mode for v1, but haven't hooked up the position inputs (either the vector, or the world_x,y, and z inputs) the HUD draws at (0,0,0) - the origin in the map, hence being 'out in space' - it doesnt know where to draw yet, so uese 0 for all ordinates.

    Quote Originally Posted by Schilcote View Post
    Umm... I'm pretty sure that's not how it works. You need to wire X Y and Z to the World_X WorldY and World_Z outputs of a beacon sensor hooked up to your target finder.
    Yup - although this could be a bug with the vector input in world coordinate mode - can someone check this? I'm away from my dev/gaming machine at the moment (away on work) so cannot check myself - thanks.

    Additionally, working does make my dev time limited occasionally - I was at work from 11am 'till 1:20am the next day yesterday, so please be patient if I dont update randomly for a few days at a time.

    Oh! And thanks for using my code Its always good to see new people in the thread

  2. #222
    Inactive lavacano201014 is on a distinguished road lavacano201014's Avatar
    Join Date
    Dec 2008
    Posts
    39

    Default Re: Advanced HUD Tools

    I have a request for the HUD Indicator in the UWSVN at the time of this post:

    A checkbox that says "Show in everyone's HUD".

    This way, everyone can see it. All they have to do if they REALLY don't want to see it is rightclick on the SEnt with the STool, like they would to hook/unhook a normal one.

    I ask this for an E2 I made that acts as a substitute for the Player Title ULX addon on servers that don't have it.

  3. #223
    Wirererer DarkMonkey is on a distinguished road DarkMonkey's Avatar
    Join Date
    Jun 2008
    Posts
    167

    Default Re: Advanced HUD Tools

    Horrible idea. Would you really want to surrender control of your HUD to every player on the server? being able to hook in like before maybe, but not the other way around.

  4. #224
    Inactive lavacano201014 is on a distinguished road lavacano201014's Avatar
    Join Date
    Dec 2008
    Posts
    39

    Default Re: Advanced HUD Tools

    Quote Originally Posted by DarkMonkey View Post
    Horrible idea. Would you really want to surrender control of your HUD to every player on the server? being able to hook in like before maybe, but not the other way around.
    Hmm, didn't think that 100%. Maybe it would be ignored if World Coordinates wasn't checked?

  5. #225
    Wirererer Lancelot is on a distinguished road Lancelot's Avatar
    Join Date
    Feb 2009
    Posts
    177

    Default Re: Advanced HUD Tools

    Quote Originally Posted by DarkMonkey View Post
    Horrible idea. Would you really want to surrender control of your HUD to every player on the server? being able to hook in like before maybe, but not the other way around.
    Agreed. Massive minge potential. Unless a way was found to make it an admin only thing.
    You know what I hate? Sentences with ridiculous and very purposefully implanted subliminal messages.

    MOOCOW Admin Mod Beta Tester

  6. #226
    Wirererer DarkMonkey is on a distinguished road DarkMonkey's Avatar
    Join Date
    Jun 2008
    Posts
    167

    Default Re: Advanced HUD Tools

    Or you could just keep the current, optional opt-in method

  7. #227
    UWSVN Contributor moggie100 will become famous soon enough moggie100's Avatar
    Join Date
    Dec 2007
    Posts
    410

    Default Re: Advanced HUD Tools

    It will remain OPT-IN - any other method is simply minge-tastic.

    If it were opt-out, someone could simply white-out your screen by drawing a white opaque box from (0,0) to (100%,100%), then you'd have to go and find the SENT to right click - an impossibility if you cant see anything!

  8. #228
    Inactive lavacano201014 is on a distinguished road lavacano201014's Avatar
    Join Date
    Dec 2008
    Posts
    39

    Default Re: Advanced HUD Tools

    Quote Originally Posted by moggie100 View Post
    It will remain OPT-IN - any other method is simply minge-tastic.

    If it were opt-out, someone could simply white-out your screen by drawing a white opaque box from (0,0) to (100%,100%), then you'd have to go and find the SENT to right click - an impossibility if you cant see anything!
    I already figured this out, then I posted maybe it would only work if World Coordinates were being used.

    This way, everyone would see a white box still if a minge wanted to make one, but it'd just be sitting on the map somewhere.

  9. #229
    Bug Buster

    TomyLobo has a spectacular aura about TomyLobo has a spectacular aura about TomyLobo's Avatar
    Join Date
    Feb 2009
    Posts
    2,772

    Default Re: Advanced HUD Tools

    too much effort for too little gain and too much mingability
    also, i didnt quite get how your idea prevents minging, lavacano
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

  10. #230
    Patcherer... er
    Jeremydeath will become famous soon enough Jeremydeath's Avatar
    Join Date
    Jun 2008
    Location
    Texas, USA
    Posts
    356

    Default Re: Advanced HUD Tools

    On thing that would be nice is a console command for disabling all current hooks. That way if you get tricked into hooking onto a HUD, you can disable it without trying to find it again blind. Maybe "wire_HUD2_reset_hooks".
    Jeremydeath's Wire Addons - Try Them... NOW!

+ Reply to Thread
Page 23 of 49
FirstFirst ... 13 21 22 23 24 25 33 ... LastLast

Similar Threads

  1. Advanced Colourer (as opposed to LevyBreak's Advanced Colorer) :D
    By andy1976uk in forum Ideas & Suggestions
    Replies: 8
    Last Post: 07-10-2008, 02:16 AM
  2. Some code tools
    By CAANz in forum Off-Topic
    Replies: 0
    Last Post: 04-30-2008, 06:00 AM
  3. Replies: 16
    Last Post: 02-26-2008, 06:29 AM
  4. OMG! what happen to my tools
    By GhostBuster in forum Help & Support
    Replies: 4
    Last Post: 10-11-2007, 06:31 AM
  5. better tools
    By kilroy in forum Ideas & Suggestions
    Replies: 7
    Last Post: 10-02-2007, 09:08 AM

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts