You should put it in Spawn().

Also, if you're using the hl2_player code as your base player class then
you'll need to make sure you are using the multiplayer/default
implementation in CHL2_Player::TestHitboxes.  The single player HL2 code
hooks this to use a hull-sized cylinder instead of hitboxes.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Niclas
> Sent: Thursday, January 11, 2007 1:09 PM
> To: [email protected]
> Subject: [hlcoders] RE: Player HULL vs HIT BOXES
>
> --
> [ Picked text/plain from multipart/alternative ] I tried
> putting: CollisionProp()->SetSurroundingBoundsType(
> USE_HITBOXES ); in CBasePlayer, first in VPhysicsUpdate(),
> and then in Spawn() but neither worked.
> Where should I put it?
>
> Nic2
>
>
> > Subject: RE: [hlcoders] Player HULL vs HIT BOXES
> > Date: Wed, 10 Jan 2007 11:56:50 -0800
> > From: "Jay Stelly" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Reply-To: [email protected]
> >
> > Hitboxes are only tested when the ray/box trace intersects the
> > surrounding bounds of the entity.  For players the
> surrounding bounds
> > are simply the collision hull in world space.  In your case
> that won't
> > work so you'll need to modify the surrounding bounds.  I
> just wrote a
> > page on the wiki that should answer your question:
> >
> >
> http://developer.valvesoftware.com/wiki/CollisionProperty<http://devel
> > oper.valvesoftware.com/wiki/CollisionProperty>
> >
> > Jay
> >
> >
> > ----- Original Message -----
> > From: "Niclas" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Wednesday, January 10, 2007 2:44 AM
> > Subject: [hlcoders] Player HULL vs HIT BOXES
> >
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ] I changed
> > the player
> > > hull and view to very low and now it seems like I cant hit
> > the model
> > > over that hull (projectiles go right through) even though
> that the
> > > hitboxes cover the whole model (custom model).
> > >
> > >
> > > - Nic2
> --
>
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