TJ01 Posted September 10, 2009 Share Posted September 10, 2009 Hi. Keeping it short and sweet ; how do i obtain a Client's Location in co-ordinates? I looked up how the viewpos command gets the co-ords but that's a client-side command and the cg.refdef.vieworg doesn't work on a server side mod. Surely there must be a struct somewhere or something that holds the client's location... Nearly all mod's out there let you tele to a player so i know it can be done; i just don't know how Thanks for your help Link to comment Share on other sites More sharing options...
-=*Raz0r*=- Posted September 10, 2009 Share Posted September 10, 2009 Heh, mmk... Here's a bit of code I used to teleport you roughly where you're looking at. I'm sure you could tweak it around a bit for what you want =P static void teleport( gentity_t *ent ) { trace_t tr; vec3_t fPos, telepos; int i; //We want to obtain where they're looking at - This does it for us =] AngleVectors(ent->client->ps.viewangles, fPos, NULL, NULL); for (i=0; i < 3; i++) fPos[i] = ent->client->ps.origin[i] + fPos[i]*Q3_INFINITE; //Perform the trace, the tr.endpos will hold the vec3_t of where it collided with something trap_Trace(&tr, ent->client->ps.origin, 0, 0, fPos, ent->s.number, MASK_OPAQUE|CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE ); //If we teleported directly to tr.endpos, we'd end up in a wall, so do a bit of vector math and we're safe VectorMA(tr.endpos, 32, tr.plane.normal, telepos); //Beam me up, scotty! TeleportPlayer( ent, telepos, ent->client->ps.viewangles ); } Link to comment Share on other sites More sharing options...
TJ01 Posted September 11, 2009 Author Share Posted September 11, 2009 Thanks a lot razor That's a great help. I'll have a poke around and see if i can find the clients location in ent client Much Appreciated Link to comment Share on other sites More sharing options...
TJ01 Posted September 11, 2009 Author Share Posted September 11, 2009 The command worked a treat; thanks razor. But I'm still unable to create a command which prints the clients location. I want the clients location in co-ordinates to be viewable to admins. Any idea where i'd find the clients location/origin ? Also i'm unsure how i would make a cmd which teleports any other client to co-ords; could anyone help me here? Link to comment Share on other sites More sharing options...
-=*Raz0r*=- Posted September 12, 2009 Share Posted September 12, 2009 No problem As you might have noticed, TeleportPlayer works the real magic. It takes in a pointer to the gentity_t of the player you wish to teleport, then a vector (3d coordinates), and the angle you wish to face them in (as another vector). VectorMA(tr.endpos, 32, tr.plane.normal, telepos) is a macro for some funky vector math (Not sure exactly what it does) that basically takes in the end position of the trace (Where you're looking at), two numbers that work their magic in this case, and then stores it in telepos (A vector I created) telepos now holds the exact location in 3d coordinates I wanted to teleport the player to, so I passed that as an argument to TeleportPlayer So now you know how that works; here's how to do the same for teleporting to a player. If we just teleport directly to them, we'll telefrag them, so we'll have to safeguard against that. I also safeguarded against entering an invalid name. This isn't the cleanest code, and I'm sure someone could offer a less ugly version of this, but here's what I got after playing around for a few minutes... void TeleportToPlayer( gentity_t *ent ) { vec3_t origin = {0, 0, 0}; int j = -1; char name[32]; // If they didn't supply a name, don't let them teleport if (trap_Argc() < 2) { trap_SendServerCommand(ent->client->ps.clientNum, va("print \"^1You must provide a name\n\"")); return; } // Get the name they supplied, and we'll try to work out the clientNum strcpy( name, ConcatArgs(1) ); j = G_ClientNumberFromName(name); //Because G_ClientNumberFromName will return -1 if they couldn't find anything, // we have to safeguard, otherwise we'd teleport to some weird location if ( j<0 || j>=MAX_CLIENTS ) {// 'j' wasn't between 0 <-> 32, so warn them and exit this function trap_SendServerCommand(ent->client->ps.clientNum, va("print \"^1Player %s is not on the server\n\"", name)); return; } // They're a valid client, so copy their coordinates into 'origin' VectorCopy(level.clients[j].ps.origin, origin); // TODO: If we teleported straight to those coord's, we'd telefrag them, so play around with 'origin' //Teleport them to 'origin' TeleportPlayer(ent, origin, ent->client->ps.viewangles); } All that's left to do is play around with 'origin' so we won't teleport inside them. If you just wanted to print the coords of the player, it's a bit simpler... void TeleportToPlayer( gentity_t *ent ) { int j = -1; char name[32]; char theirOrigin[24]; // If they didn't supply a name, exit this function if (trap_Argc() < 2) { trap_SendServerCommand(ent->client->ps.clientNum, va("print \"^1You must provide a name\n\"")); return; } // Get the name they supplied, and we'll try to work out the clientNum strcpy( name, ConcatArgs(1) ); j = G_ClientNumberFromStrippedName(name); //Because G_ClientNumberFromName will return -1 if they couldn't find anything, // we have to safeguard, otherwise we'd teleport to some weird location if ( j<0 || j>=MAX_CLIENTS ) {// 'j' wasn't between 0 <-> 32, so warn them and exit this function trap_SendServerCommand(ent->client->ps.clientNum, va("print \"^1Player %s is not on the server\n\"", name)); return; } // They're a valid client, so copy their coordinates into 'myStr' strcpy(theirOrigin, vtos(level.clients[j].ps.origin)); // Print out their coords trap_SendServerCommand(ent->client->ps.clientNum, va("print \"^1^5%s\n\"", theirOrigin)); } I've heavily commented it all so you can understand it. Hope I helped ^_^' Link to comment Share on other sites More sharing options...
TJ01 Posted September 12, 2009 Author Share Posted September 12, 2009 That's brilliant. Thanks Razor I understood how tele'ing worked by looking at setviewpos I just didn't know how to get a client ID or origin. Thanks Alot; you've been a great help and i've learnt alot from your code snipets. Oh and about not tele-fragging them, could i just add 100 to one of the axis. Would that work? Link to comment Share on other sites More sharing options...
-=*Raz0r*=- Posted September 12, 2009 Share Posted September 12, 2009 Yeah, something like that - I just wanted a clean way to do it =P You'd best put that in before trap_SendServerCommand is called Link to comment Share on other sites More sharing options...
TJ01 Posted September 12, 2009 Author Share Posted September 12, 2009 Oh. I thought i'd put it after this line VectorCopy(level.clients[j].ps.origin, origin); And then edit 'origin'. Link to comment Share on other sites More sharing options...
-=*Raz0r*=- Posted September 12, 2009 Share Posted September 12, 2009 Ah, I meant before TeleportPlayer is called, so yeah =P Bit tired here >_> <_< Link to comment Share on other sites More sharing options...
TJ01 Posted September 13, 2009 Author Share Posted September 13, 2009 Hey Theres a slight issue with the TeletoPlayer code but ive fixed it. // Get the name they supplied, and we'll try to work out the clientNum strcpy( name, ConcatArgs(1) ); j = ClientNumberFromString (ent, name ); //Because G_ClientNumberFromName will return -1 if they couldn't find anything, // we have to safeguard, otherwise we'd teleport to some weird location if ( j == -1 || j>=MAX_CLIENTS ) {// 'j' wasn't between 0 <-> 32, so warn them and exit this function return; I've used ClientNumberFromString instead as its more stable and You don't need to print an error message since that function does it for you It also works with ClientNumbers; so /teletoplayer 2 would tele you to Client 2 no matter what their name is. Link to comment Share on other sites More sharing options...
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