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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