-- [ Picked text/plain from multipart/alternative ] Technicly you only need to modify the gamemovement class, you'll need to set it up so that if the player is the larger type that they use a different collision hull (do this in the getplayermins/maxs functions, then make sure all the calls go to that rather than using the constant player hull defines), then modify the player's view height in get player view offset. I had to do a similar thing for Intelligent Design Mod's class system, so feel free to fire away any questions yah' have. : )
On 7/6/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > -- > [ 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

