--
[ 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

Reply via email to