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> Working With Waypoints, A couple of modification questions...
Swoop
post Mar 22 2006, 12:50 AM
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Hi.

I had two questions about waypointing.

1. I have taken the commandmenu.txt file from Sven Coop and have added some functions for quickly adding waypoints, entering into "edit mode (authenticate, godmode, noclip, waypoints on...), etc, and was wondering how I either send a command to choose the menu items from the waypoint_menu OR actually send the command to perform the same function. For example, in command_menu.txt, I have a whole section on adding flasg to existing waypoints. I tried to say "waypoint_menu; 2; 1" and the waypoint menu fails to catch the keystroke to add a JUMP flag. What's the best way to do this? Is there a function I could replace all of that with, such as "addflag wl_jump"?

2. Second Question: I think it would be AWESOME if you could use the crosshair from your weapon to select and view individual waypoints in the vicinity, exactly the same way you would do it now by walking up to the waypoint, but you wouldn't have to ncessarily move around as much; just aim and seloect. wink.gif

So, how hard would it be to check what the crosshair is centered on and show the paths to that waypoint in focus? I would even try it myself if it isn't too much of a doozie to code. wink.gif


Thanks for your time,
Swoop
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Cheeseh
post Mar 24 2006, 12:43 AM
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it updates gpGlobals->v_forward/v_right/v_up to vectors relative to the vector input, in this case the players view angles

(so we can then use gpGlobals->forward to add to the players position to get a vector in the world)
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