Oh Christ.... lol, why didn't I think of that. Thanx.
-Cale -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi Sent: Saturday, November 29, 2003 2:03 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Bullet Penetration (why is this so damn hard?!) Look at the Gauss code, and adapt from there. -omega http://www.frontline2.com > -----Original Message----- > From: Cale Dunlap [mailto:[EMAIL PROTECTED] > Sent: November 29, 2003 2:54 AM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Bullet Penetration (why is this so damn hard?!) > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Maybe I'm making this overly complex, but I'm having serious trouble > getting bullets to go through X number of walls at X width from X > distance. > > There was an old system like this in Firearms, but for 2.8a, I reverted > back to the original FireBulletsPlayer function from the SDK, since it > works better with the client side on getting a proper end point. Is > there anybody out there that knows a system that can be easily adapted > to the FireBulletsPlayer function for wall penetration? I tried writing > my own several times with no luck. > > -Cale 'Mazor' Dunlap > Firearms Half-Life > Programmer > http://www.firearmsmod.com <http://www.firearmsmod.com/> > > -- > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

