My apologies, I got it horribly wrong.

We're using Hull 3 for a second type of player (larger than standard, but
unable to duck) So it does work, but as I said, we have hitbox issues.

----- Original Message -----
From: "Charlie Cleveland" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 16, 2001 11:05 PM
Subject: Re: [hlcoders] Hull 3?


>
>    Well from what I've seen, hull 2 is a magic hull that can't be
> changed.  It's the point-sized hull and seems to be used throughout the
> engine.  I wouldn't mess with that...you really only have three hulls to
> work with.  Thanks for your reply.
>
> >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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> >please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >_______________________________________________
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> >please visit:
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>
> Charlie Cleveland
> Game programmer and designer
> http://www.natural-selection.org
> [EMAIL PROTECTED]
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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