--
[ Picked text/plain from multipart/alternative ]
Make sure you reset it to USE_OBB_COLLISION_BOUNDS on death, seems to cause
me some problems otherwise.

On 6/17/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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)
> > > > --
> > > >
> > > > _______________________________________________
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> > > >
> > > >
> > >
> > >
> > > --
> > > ts2do
> > > --
> > >
> > > _______________________________________________
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> >
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> > >
> > >
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> >
> >
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>
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