#Hunters Hunting Poorly
1 messages · Page 1 of 1 (latest)
I would suggest looking into the C++ source code for the hunters NPC and seeing if you can figure it out that way
I’ve been doing that with prop_door_rotating and it has been extremely helpful
When I’m out of bed I can grab the GitHub repo link
Sike my bookmarks sync apparently
Thank
it looks like it uses the players view or eye angles or something to determine where it shoots??
i dont understand c++ at all so i dont know what im reading here
but i guess it would make sense?? since the player is technically all up in the skybox
that's for a console command
It's not a lifechanging revelation, but because the lua that Garry's Mod runs is tied to the C++ seen in these files, there's going to be a lot of similarity in the way things look, are laid out, and are named
I wouldn't say I know C++, but I keep a syntax cheat sheet handy and it's mostly understandable (With some notable exceptions where it's really wacky)
on the right trail tho, that console command's function has a reference to CHunterFlechette::FlechetteCreate, you could see where else it's being used
@brisk bison Do the recent changes in #next-update around projected texture culling fix the issues you've been having with them?
oh shit uuh are those for hammer only or am i on the wrong branch?
Are you on dev?
If you can't tell, does it matter?
oh my god it's fucking fixed
This is one of those things where I really don't know what I'm looking at because nothing looks wrong and I don't know what it looked like before
Which is a good sign!
it used to have this problem
#1237798113918451712 message
oh and you were actually there :p
Oh, neat
I have a goldfish-like memory
ok i remembered now why i didnt like 32 bit
every time i try to disconnect it instead crashes the game
it also performs horribly and legs like hell
its like 15 fps vs 100 fps
Sounds like you can tell, so it does matter
i havent used 32 bit in so long that i forgot why i didnt like it