not exactly. look at the image. if players were treated as cylinders, then they would be able to move towards the corner to finally touch it. But in fact, the player can't move any closer to the...
Type: Posts; User: megazor
not exactly. look at the image. if players were treated as cylinders, then they would be able to move towards the corner to finally touch it. But in fact, the player can't move any closer to the...
You will be able to implement proper collision check if you manage to take out some trace functions from the game. Wish we had more than all those bullet-typed traces.
I guess many people tried it, including IzNoGoD and me. The problem is, there are usually multiple client frames between two server frames.
If on server frame #n a player was on the ground and on...
You could try setting sv_fps to 125 :)
But any way, even if you managed somehow to get the exact distance jumped, it wouldn't work correctly for gap jumping.
I found out that the movement of...
Years ago I had similar problem with my CoD1 usually starting for about one minute. I noticed that it started much faster when either a) LAN cable was plugged off or b) headphones were plugged on xD...
http://en.wikipedia.org/wiki/Body_piercing
u nab. get away!
You definitely should gain a better understanding of coding - before coding. The latter change is not only unnecessary, it is wrong in general:
player getEntArray("player", "classname");
This...
Now that's a True Sexy Linear Form! Nice one, iCore :)
Why do you divide by 'zoom'?
y = 1/x is not a linear function. That's why your zooming is not linear.
I can see at least two mistakes.
wait 0.01;
if(isDefined(name))
first_player_name = name;
else
first_player_name = level.brakdanych;
1. Your script seems to be wrong: the int() function accepts only one argument, while you're going with two. Honestly, the whole script looks strange to me.
2. Milliseconds will make sense only in...
I would avoid the use of distanceSquared() when working out the shortest path. Imagine a right (90-degree) rectangle ABC (AB being the hypotenuse), and you are to find the shortest path from A to B....
The camera position in thirdperson is defined by a vector from the player's head, which length is the client cvar cg_thirdPersonRange, and direction can be counted by the player's up angle of view -...