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Thread: object visible through walls ?

  1. #1
    Senior Member Ancient Order's Avatar
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    Default object visible through walls ?

    hi guys, is there a serverside way to make a spawned object visible through walls?
    Or maybe you know how to fix the moving objectives on the compass in AA?
    Thanks a lot for you thoughts!

  2. #2
    Administrator James's Avatar
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    Can you enable depthtest serverside? If so, then the answer to your question is yes.

  3. #3
    Senior Member Ancient Order's Avatar
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    I cant at this moment but if i could, wouldn't my stock object need a corresponding update, clientside? Btw didn't you mean "disable" depthtest?

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    Administrator James's Avatar
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    You're right, sorry. I meant disable depth test. I'm not sure of a way to do it serverside, but I can't imagine it being impossible to do. It just seems like one of those things that should be able to get done...
    In fact, now that I think about it, Ley0k made that zombie mod and when you were turned into a zombie you were able to see the enemy through a wall. Although I'm not sure if his mod was strictly serverside or clientside as well.
    @Ley0k??

  5. #5

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    I believe he said it was client and a server wrapper.
    Not a bad idea, we have players who join our obj-server which has TDM maps with objectives and some players cant find the bomb when it gets turn on.

  6. #6

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    If you use the mapdesc.scr from mefy freezetag you can show the location to the players where is the bomb located.

    I use that for my bomb mod.

  7. #7
    Senior Member Ancient Order's Avatar
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    That's actually what im trying to avoid, i want to make a visual sign of location.
    Im sure also taht it can be made as i have a sp to mp map that renders the minen panels over everything else.

  8. #8
    Administrator James's Avatar
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    Can you decompile the map and see how it was done? You can try using this decompiler: https://www.x-null.net/forums/thread...urce-for-MOHAA

  9. #9

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    you can use the huddraw_3d utility that Ley0k made time ago

  10. #10
    Senior Member Ancient Order's Avatar
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    James thanks for your help, it's a stock m5l2b map where these panels have been added by script, but unfortunately i tested quickly again and they look normal now. i'll test again without Reborn and with some other dll's and exe's that could have been part of my game when i first observed the phenomenon. I'll let you know if i get some results.

    Code:
    	
    exec global/minefield.scr::minefield_setup
    
    	local.MineSign[1] = ( -951 -634 -61 )::( 1 ) 
    	local.MineSign[2] =  ( -3166 -737 -14 )::( 1 ) 
    	local.MineSign[3] =  ( -2884 -686 28 )::( 1 ) 
    	local.MineSign[4] =  ( -7178 -2017 -129 )::( 1 ) 
    	local.MineSign[5] =  ( -7502 -2064 -139 )::( 1 ) 
    	local.MineSign[6] = ( -1745 -634 -64 )::( 1 )
    	local.MineSign[7] =  ( 2569 -6073 -148 )::( 1 )
    	local.MineSign[8] =  ( -7408 -15 -11 )::( 2 ) 
    	local.MineSign[9] =  ( -6752 295 24 )::( 3 ) 
    	local.MineSign[10] =  ( -6136 347 -15 )::( 3 ) 
    	local.MineSign[11] =  ( -5061 347 -23 )::( 3 ) 
    	local.MineSign[12] =  ( 1082 6095 -255 )::( 3 )
    
    
    	local.hieght = 17
    	local.width = 20
    
    	local.posts[1] = local.width - 3
    	local.posts[2] = local.width - local.posts[1]
    	local.posts[3] = 1
    
    	local.direction[1] = ( 0 0 local.hieght )::( -(local.width) 0 local.hieght )		//north - south
    	local.direction[2] = ( 0 0 local.hieght )::( 0 (local.width) local.hieght )		//east - west
    	local.direction[3] = ( 0 0 local.hieght )::( (local.width) 0 local.hieght )		//south - north
    
    	local.steak1[1] = ( -(local.posts[2]) -(local.posts[3]) 0 )::( -(local.posts[2]) -(local.posts[3]) local.hieght )	//north - south
    	local.steak2[1] = ( -(local.posts[1]) -(local.posts[3]) 0 )::( -(local.posts[1]) -(local.posts[3]) local.hieght )	//north - south
    	local.steak1[2] = ( -(local.posts[3]) local.posts[2] 0 )::( -(local.posts[3]) local.posts[2] local.hieght )		//east - west
    	local.steak2[2] = ( -(local.posts[3]) local.posts[1] 0 )::( -(local.posts[3]) local.posts[1] local.hieght )		//east - west
    	local.steak1[3] = ( (local.posts[2]) (local.posts[3]) 0 )::( (local.posts[2]) (local.posts[3]) local.hieght )		//south - north
    	local.steak2[3] = ( (local.posts[1]) (local.posts[3]) 0 )::( (local.posts[1]) (local.posts[3]) local.hieght )		//south - north
    
    
    	for(local.i=1;local.i<=local.MineSign.size;local.i++)
    		{
    		local.avatar[local.i] = spawn func_beam 
    		local.avatar[local.i] shader textures/german/minen.jpg 
    		local.avatar[local.i].origin = (local.MineSign[local.i][1] + local.direction[(local.MineSign[local.i][2])][1])
    		local.avatar[local.i] endpoint (local.MineSign[local.i][1] + local.direction[(local.MineSign[local.i][2])][2])
    		local.stick1[local.i] = spawn func_beam
    		local.stick1[local.i] shader textures/german/minen_post.jpg 
    		local.stick1[local.i].origin = (local.MineSign[local.i][1] + local.steak1[(local.MineSign[local.i][2])][1])
    		local.stick1[local.i] endpoint (local.MineSign[local.i][1] + local.steak1[(local.MineSign[local.i][2])][2])
    		local.stick2[local.i] = spawn func_beam
    		local.stick2[local.i] shader textures/german/minen_post.jpg 
    		local.stick2[local.i].origin = (local.MineSign[local.i][1] + local.steak2[(local.MineSign[local.i][2])][1])
    		local.stick2[local.i] endpoint (local.MineSign[local.i][1] + local.steak2[(local.MineSign[local.i][2])][2])
    		}
    
    
    	for(local.i=1;local.i<=local.avatar.size;local.i++)
    		{
    		local.avatar[local.i] color ( 1.0 1.0 1.0 )
    		local.stick1[local.i] color ( 1.0 1.0 1.0 )
    		local.stick2[local.i] color ( 1.0 1.0 1.0 )
    		local.avatar[local.i] scale 6
    		local.stick1[local.i] scale 1
    		local.stick2[local.i] scale 1
    		local.avatar[local.i] numsegments 1
    		local.stick1[local.i] numsegments 1
    		local.stick2[local.i] numsegments 1
    		local.avatar[local.i] doactivate
    		local.stick1[local.i] doactivate
    		local.stick2[local.i] doactivate
    		}
    
    end
    Thanks a lot Zappa too for the beautiful link. I'm trying to run the script but still have to understand why i get sin and cos unknown command messages while running latest Reborn.

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