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1st December 2009, 04:27 PM
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#1
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Hacker Cracker
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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
__________________
KozmoK
Last edited by Kozmo; 1st December 2009 at 09:03 PM.
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Kozmo is offline
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1st December 2009, 05:59 PM
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#2
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Master Contributor
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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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R4z8r is offline
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1st December 2009, 06:47 PM
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#3
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p
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Quote:
Originally Posted by R4z8r
nice, would really cool to let it show the player's direction actually, like the game does
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Just draw arrow in the middle? :P
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Nov is offline
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1st December 2009, 06:58 PM
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#4
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Level ∞ Coder
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Quote:
Originally Posted by Nov
Just draw arrow in the middle? :P
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I think he means that the other players show the direction?
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CyberDwak is offline
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1st December 2009, 07:05 PM
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#5
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Master Contributor
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Quote:
Originally Posted by CyberDwak
I think he means that the other players show the direction?
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i think he means this :
compassping_player
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Ælius is offline
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1st December 2009, 07:23 PM
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#6
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Hacker Cracker
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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?
__________________
KozmoK
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Kozmo is offline
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1st December 2009, 07:33 PM
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#7
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Sozinho Para Sempre
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im used base origin radar
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KIDEBR is offline
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1st December 2009, 07:50 PM
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#8
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Hacker Cracker
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Oh that is nice!
Quote:
Originally Posted by kidebr
im used base origin radar
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__________________
KozmoK
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Kozmo is offline
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1st December 2009, 07:51 PM
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#9
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Level ∞ Coder
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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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CyberDwak is offline
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2nd December 2009, 08:37 AM
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#10
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Master Contributor
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Quote:
Originally Posted by CyberDwak
I think he means that the other players show the direction?
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Indeed
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R4z8r is offline
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2nd December 2009, 08:44 AM
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#11
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A Forum Hero
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kozmok now you can sell that piece of code
REMOVED
dont offsite link,espacilly not to paysites,interfracted
~wieter20
Last edited by Wieter20; 2nd December 2009 at 11:30 AM.
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botex is offline
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2nd December 2009, 12:26 PM
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#12
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Master Contributor
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you should render all players as arrows
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s0beit is offline
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2nd December 2009, 02:29 PM
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#13
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:3 1337 :3
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Quote:
Originally Posted by s0beit
you should render all players as arrows
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that would be real nice but a bitch aswell i guess:P
__________________
hai
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Wieter20 is offline
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2nd December 2009, 06:40 PM
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#14
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Hacker Cracker
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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
you should render all players as arrows
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__________________
KozmoK
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Kozmo is offline
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3rd December 2009, 06:31 AM
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#15
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Master Contributor
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Quote:
Originally Posted by Kozmo
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.
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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:
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s0beit is offline
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3rd December 2009, 11:34 AM
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#16
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Master Contributor
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Quote:
Originally Posted by s0beit
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:
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nice code s0beit! +rep
what is this int iUnits?
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Ælius is offline
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3rd December 2009, 11:42 AM
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#17
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Retired Administrator
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its the length?
u could have seen that by looking at the code...
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learn_more is offline
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3rd December 2009, 02:43 PM
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#18
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Master Contributor
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Quote:
Originally Posted by learn_more
its the length?
u could have seen that by looking at the code...
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lol i thought it was but why iUnits
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Ælius is offline
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3rd December 2009, 06:11 PM
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#19
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Master Contributor
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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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s0beit is offline
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4th December 2009, 07:10 AM
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#20
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Level ∞ Coder
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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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CyberDwak is offline
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