That sounds right.  Use third person and the visualization code to check
it:

thirdperson
Ent_bbox player (this will show you the bbox/collision hull)
Ent_absbox player (this will show you the surrounding bounds)

Sv_showhitboxes 1  (this will visualize the hitboxes)

Is the absbox correctly surrounding the hitboxes?

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Niclas
> Sent: Tuesday, January 16, 2007 6:03 PM
> To: [email protected]
> Subject: [hlcoders] RE: Player HULL vs HIT BOXES
>
> --
> [ Picked text/plain from multipart/alternative ] I still cant
> get it to work.
> I put:
> CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); at
> top of the CHL2_Player::Spawn() function.
> And in CHL2_Player::TestHitboxes(...) all I have is this line:
> return BaseClass::TestHitboxes( ray, fContentsMask, tr );
> (that was checked with this line before:
> if( g_pGameRules->IsMultiplayer() )
> )
>
> What am I doing wrong?
>
> Maybe I should add that one of my
> player classes is using a different HULL and view vectors
> than the rest of the classes that uses the normal HL2 ones.
>
>
> Nic2
>
>
>
> >Message: 2
> >Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES
> >Date: Thu, 11 Jan 2007 13:18:30 -0800
> >From: "Jay Stelly" <[EMAIL PROTECTED]>
> >To: <[email protected]>
> >Reply-To: [email protected]
> >
> >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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> >
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>
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