-- [ Picked text/plain from multipart/alternative ] I tried putting: CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); in CBasePlayer, first in VPhysicsUpdate(), and then in Spawn() but neither worked. Where should I put it?
Nic2 > Subject: RE: [hlcoders] Player HULL vs HIT BOXES > Date: Wed, 10 Jan 2007 11:56:50 -0800 > From: "Jay Stelly" <[EMAIL PROTECTED]> > To: <hlcoders@list.valvesoftware.com> > Reply-To: hlcoders@list.valvesoftware.com > > Hitboxes are only tested when the ray/box trace intersects the > surrounding bounds of the entity. For players the surrounding bounds > are simply the collision hull in world space. In your case that won't > work so you'll need to modify the surrounding bounds. I just wrote a > page on the wiki that should answer your question: > > http://developer.valvesoftware.com/wiki/CollisionProperty<http://developer.valvesoftware.com/wiki/CollisionProperty> > > Jay > > > ----- Original Message ----- > From: "Niclas" <[EMAIL PROTECTED]> > To: <hlcoders@list.valvesoftware.com> > Sent: Wednesday, January 10, 2007 2:44 AM > Subject: [hlcoders] Player HULL vs HIT BOXES > > > > -- > > [ Picked text/plain from multipart/alternative ] I changed > the player > > hull and view to very low and now it seems like I cant hit > the model > > over that hull (projectiles go right through) even though that the > > hitboxes cover the whole model (custom model). > > > > > > - Nic2 -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders