That looks correct - so most likely the player's hitbox code isn't getting called or the hitbox test is failing for some reason. There's another debug command called cast_ray that visualizes traces. I'd probably put a breakpoint in there and use it to cast a ray that should hit but misses and then try to step through the player collision code at that point using breakpoints.
If the player's testhitboxes is not being called for some reason you can always force it by adding FSOLID_CUSTOMRAYTEST on the players. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Niclas > Sent: Wednesday, January 17, 2007 2:32 PM > To: [email protected] > Subject: [hlcoders] Re: Player HULL vs HIT BOXES > > -- > [ Picked text/plain from multipart/alternative ] > Jay: "Is the absbox correctly surrounding the hitboxes?" > > http://img.photobucket.com/albums/v485/Nic2/gr_hightown0004.jpg > this is what the Ent_absbox and Sv_showhitboxes is showing me. > > To answer Jay's question I would say yes. :P > > http://img.photobucket.com/albums/v485/Nic2/gr_hightown0000.jpg > this is what the Ent_bbox shows. (The big green here is the > Ent_absbox). > > And to Teddy, I did add the function call at the end of Spawn(). > > But the fact remain, I can still shoot through the upper part > of the player. > > > Nic2 > > > > Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES > Date: Tue, 16 Jan 2007 18:18:37 -0800 > From: "Jay Stelly" <[EMAIL PROTECTED]> > To: <[email protected]> > Reply-To: [email protected] > > 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 > -- > > _______________________________________________ > 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

