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    Spice Up your 2D Radar!
    Old 1st December 2009, 04:27 PM   #1
    Kozmo
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    Spice Up your 2D Radar!

    Use these Radar Icons to spice up your Radar. I would use their own Radar line if I knew how to rotate images using DrawStretchPic

    Code:
     
    Init this once somewhere
     
    int iEnemy    = RegisterShader( "compassping_enemy", 7 );
    int iFriendly   = RegisterShader( "compassping_friendly_mp", 7 );
    int iRadarLine   = RegisterShader( "compass_radarline",7 )
     
    In  your  WorldToRadar instead of drawing square dots:
     
     
    if(bEnemy)
    DrawStretchPic( vOut[0], vOut[1], 15.0f, 15.0f, 1.0f, 1.0f, 0, 0, NULL, iEnemy );
    else
    DrawStretchPic( vOut[0], vOut[1], 15.0f, 15.0f, 1.0f, 1.0f, 0, 0, NULL, iFriendly );
    return TRUE;
    Pic of my Radar after kidebr's idea

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    Last edited by Kozmo; 1st December 2009 at 09:03 PM.
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    Old 1st December 2009, 05:59 PM   #2
    R4z8r
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    nice, would really cool to let it show the player's direction actually, like the game does
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    Old 1st December 2009, 06:47 PM   #3
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    Quote:
    Originally Posted by R4z8r View Post
    nice, would really cool to let it show the player's direction actually, like the game does
    Just draw arrow in the middle? :P
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    Old 1st December 2009, 06:58 PM   #4
    CyberDwak
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    Quote:
    Originally Posted by Nov View Post
    Just draw arrow in the middle? :P

    I think he means that the other players show the direction?
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    Old 1st December 2009, 07:05 PM   #5
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    Quote:
    Originally Posted by CyberDwak View Post
    I think he means that the other players show the direction?
    i think he means this :



    compassping_player
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    Old 1st December 2009, 07:23 PM   #6
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    Yeah those are the parameters in the DrawStretchPicFlipSt - you can set angles and such I think.

    Anyone want to help figure that out?
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    Old 1st December 2009, 07:33 PM   #7
    KIDEBR
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    im used base origin radar

    Quote:
    minimap_scanlines



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    Old 1st December 2009, 07:50 PM   #8
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    Oh that is nice!

    Quote:
    Originally Posted by kidebr View Post
    im used base origin radar

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    Old 1st December 2009, 07:51 PM   #9
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    kidebr, I love your bone ESP lol...

    Last edited by CyberDwak; 1st December 2009 at 07:55 PM.
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    Old 2nd December 2009, 08:37 AM   #10
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    Quote:
    Originally Posted by CyberDwak View Post
    I think he means that the other players show the direction?
    Indeed
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    Old 2nd December 2009, 08:44 AM   #11
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    kozmok now you can sell that piece of code

    REMOVED

    dont offsite link,espacilly not to paysites,interfracted

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    Last edited by Wieter20; 2nd December 2009 at 11:30 AM.
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    Old 2nd December 2009, 12:26 PM   #12
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    you should render all players as arrows
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    Old 2nd December 2009, 02:29 PM   #13
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    Quote:
    Originally Posted by s0beit View Post
    you should render all players as arrows
    that would be real nice but a bitch aswell i guess:P
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    Old 2nd December 2009, 06:40 PM   #14
    Kozmo
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    Yes they should be all arrows, and change them to the red dot when they are firing..pretty simple. However I want to be able to get their direction points correct first.

    Botex: I don't appreciate your comment. I am sharing my code with others so they can make their own hacks. This game is going to go in the shitter faster then any other game. Its a awesome game, but its protection is weak.


    Quote:
    Originally Posted by s0beit View Post
    you should render all players as arrows
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    Old 3rd December 2009, 06:31 AM   #15
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    Quote:
    Originally Posted by Kozmo View Post
    Yes they should be all arrows, and change them to the red dot when they are firing..pretty simple. However I want to be able to get their direction points correct first.

    Botex: I don't appreciate your comment. I am sharing my code with others so they can make their own hacks. This game is going to go in the shitter faster then any other game. Its a awesome game, but its protection is weak.
    Here is how i did it in TF2, lookie (based off of code by BadHAL):
    Code:
    bool GetLookingAtPoint( C_BaseEntity *pEnt, Vector *Begin, Vector *End, int iUnits )
    {
    	int iBone;
    	QAngle angHead;
    	Vector vecDir, vecHead;
    
    	if( g_pAim->GetBoneNumberByName( pEnt, "head", &iBone ) )
    	{
    		C_BaseAnimating* pAnim = pEnt->GetBaseAnimating();
    
    		if( pAnim )
    		{
    			pAnim->GetBonePosition( iBone, vecHead, angHead );
    
    			angHead[ YAW ]	-= 90.0f;
    //			angHead[ PITCH ] = 0.0f;
    
    			AngleVectors( angHead, &vecDir );
    
    			vecDir = vecDir * iUnits + vecHead;
    
    			*Begin	= vecHead;
    			*End	= vecDir;
    
    			return true;
    		}
    	}
    	return false;
    }
    i don't know if this helps you :boldred:
    Attached Images
    File Type: jpg ctf_2fort0026.jpg (216.5 KB, 425 views)
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    Old 3rd December 2009, 11:34 AM   #16
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    Quote:
    Originally Posted by s0beit View Post
    Here is how i did it in TF2, lookie (based off of code by BadHAL):
    Code:
    bool GetLookingAtPoint( C_BaseEntity *pEnt, Vector *Begin, Vector *End, int iUnits )
    {
    	int iBone;
    	QAngle angHead;
    	Vector vecDir, vecHead;
    
    	if( g_pAim->GetBoneNumberByName( pEnt, "head", &iBone ) )
    	{
    		C_BaseAnimating* pAnim = pEnt->GetBaseAnimating();
    
    		if( pAnim )
    		{
    			pAnim->GetBonePosition( iBone, vecHead, angHead );
    
    			angHead[ YAW ]	-= 90.0f;
    //			angHead[ PITCH ] = 0.0f;
    
    			AngleVectors( angHead, &vecDir );
    
    			vecDir = vecDir * iUnits + vecHead;
    
    			*Begin	= vecHead;
    			*End	= vecDir;
    
    			return true;
    		}
    	}
    	return false;
    }
    i don't know if this helps you :boldred:
    nice code s0beit! +rep
    what is this int iUnits?
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    Old 3rd December 2009, 11:42 AM   #17
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    its the length?

    u could have seen that by looking at the code...
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    Old 3rd December 2009, 02:43 PM   #18
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    Quote:
    Originally Posted by learn_more View Post
    its the length?

    u could have seen that by looking at the code...
    lol i thought it was but why iUnits
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    Old 3rd December 2009, 06:11 PM   #19
    s0beit
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    because it "asks" for the length in units you want the end point to be (for drawing a line on the radar), or else, the number would have to be static (ew) or would just go on forever
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    Old 4th December 2009, 07:10 AM   #20
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    I would just like to point out that this works for CoD4 aswell.

    Only the radarline is messed up...

    here are some CoD4 ones:
    Code:
    int iEnemy            = RegisterShader( "compassping_enemy",3, 7 );
    int iFriendly        = RegisterShader( "compassping_friendly_mp",3, 7 );
    int iPlayer            = RegisterShader( "compassping_player",3, 7 );
    int iBackground        = RegisterShader( "minimap_background",3, 7 );
    What i like to do( because im lazy ) is instead of drawing the Friendly picture i just use the Enemy pic but color it Green...
    This way i don't haev to try make them turn according to the palyers ViewAngles.

    Example:
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