Has anyone ever gotten hull #3 to work properly?  I've done all the 
usual steps to make hulls work including:

   a) compile map with -hullfile whatever (using new ZHLTs)
   b) set the player size properly in get CmdStart() and CmdEnd()
   c) set the player min/max boxes at the start of every frame in PM code
   d) set the pmove->usehull properly during PM_PlayerMove(), PM_Duck() and 
PM_Unduck()

   My player sizes work properly for hulls 0, 1 and 2, but I can't get 3 to 
work.  Say the player uses hull 3 when standing, and hull 0 when 
crouching.  I walk up to a map entity that can be triggered while standing, 
it doesn't trigger.  If I then crouch, the entity triggers.  So hull 3 just 
doesn't seem to register collisions via DispatchTouch (though he seems to 
be colliding with the world at least roughly correctly).  My thought is 
that because HL didn't use hull 3, a bug like this might now have shown 
up.  There are allusions that only hulls 0-2 may be supported: in 
pm_shared.h, next to usehull member variable:

         int usehull; // 0 = regular player hull, 1 = ducked player hull, 2 
= point hull

   So what I'm wondering is...has anyone used hull 3 successfully?  Maybe 
someone at Valve could have a quick look for me?  Thanks.

-Charlie


Charlie Cleveland
Game programmer and designer
http://www.natural-selection.org
[EMAIL PROTECTED]

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