We're using Hull 3 for the normal crouching player. Works perfectly.
_Phantom_ is the coder though, so he's probably better equipped to help you.
Hull 2 is where we're having problems - the hitboxes are messed up.

----- Original Message -----
From: "Charlie Cleveland" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 16, 2001 10:54 PM
Subject: [hlcoders] Hull 3?


>
>    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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