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 > > -- > > > > _______________________________________________ > > 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

