--
[ 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
--

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