-- [ Picked text/plain from multipart/alternative ] Thanks Matt! That does the trick beautifully.
Of course since we are both writing server plugins, we don't have access to CollisionProp()->SetSurroundingBoundsType() It's working though. Just takes more work to change the surrounding bounds type. Grant (L. Duke) On 6/15/06, Matt Boone <[EMAIL PROTECTED]> wrote: > > A better way to do this is to increase the size of the surrounding box > for the player. You will want to call this in your player spawn > function: > > CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); > > The collision property will then update the absbox whenever the entity's > angles, position or animation marks the collision as dirty. Depending on > your mod, you may have to mark the collision bounds dirty on the client > yourself, when you know the angles or origin of your client entity have > changed. > > You can use "ent_absbox" on a player to see their server side absbox and > "cl_ent_absbox" to see the client version. > > With this box surrounding the player, bullet tracelines should hit > hitboxes that are outside of the movement bounding box. > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone > Sent: Monday, June 12, 2006 6:54 PM > To: [email protected] > Subject: RE: [hlcoders] TraceRay not hitting player's head > > The regular trace will exclude a player as a target if the trace doesn't > collide with the bounding box. > > It is possible to do an additional check on eligible players and force a > trace against their hitboxes with enginetrace->ClipRayToEntity. That's > per target player, so you can do extra work to make the list of > potential players you're tracing against as small as possible. > > In pseudocode: > > For all players > { > if this player is likely to be hit by the ray > ( this check can do a DistanceToRay from the traceline and > exclude if needed ) > { > do the enginetrace->ClipRayToEntity > > now check if we hit the player and the hit was the > closest thing that we hit > } > } > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of JG > Sent: Monday, June 12, 2006 4:40 PM > To: [email protected] > Subject: Re: [hlcoders] TraceRay not hitting player's head > > I realize this is an old topic, but I have this same problem and can't > find a solution. > http://www.sourcemod.net/forums/viewtopic.php?t=3658 > > As you can see, the "bounding box" doesn't actually surround the whole > model, so there lies the problem.. There's got to be a way to fix this > since the traces done when someone fires at someone's head don't just go > through the player's head. I just have no clue how to accomplish this. > Any help would be greatly appreciated. > > -- > [ Picked text/plain from multipart/alternative ] Good call. Yes, it's > for CS:S. > > > On 3/25/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] Are you using CS:S? > > coz CS:S models are weird... > > > > On 3/24/06, LDuke <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] For debugging > > > purposes, in a MP game, I'm drawing a line to the endpoint of the > > > trace. If I aim at a foot, body, hand, etc. the player entity is > > > returned and the line gets drawn to that point. But if I aim at the > > head, > > > the trace doesn't see the player and it draws the line right through > > > > the player's head to whatever is behind him. > > > > > > CTraceFilterHitAll traceFilter; > > > enginetrace->TraceRay(ray, MASK_ALL, &traceFilter, &tr ); > > > > > > Do I need to change my mask or trace filter I need to use to include > > > > the > > a > > > player's head? Why won't this work? > > > > > > Grant > > > (L. Duke) > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > ts2do > > -- > > > > _______________________________________________ > > 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 > > > _______________________________________________ > 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

