-- [ Picked text/plain from multipart/alternative ] You'll have to modify the viewvectors class, and add new hulls for your player.
then modify the gamemovement, and when when someone uses that class (you are using classes or something right?) then you can switch to those bounding boxes, for the traces. On 7/6/07, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I have a player model that is bigger than the regular human player models. > Something like the Onos in Natural Selection. > > The problem is that the game movement code is treating them like a regular > size player model. I've changed the surround bounds type to USE_HITBOXES, > which fixed the problem of shots not hitting them unless they were shot > where a normal player model would be, but they can still fit through small > doorways and get too close to walls so they clip through. > > Any ideas? > > Grant > (L. Duke) > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -omega -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

