Havoc should have a function that does an OBB trace that could be exposed to us.

On Nov 26, 2007 1:30 PM, Paul Peloski <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Well, there is UTIL_TraceEntity/AI_TraceEntity, which seems to be able to
> sweep an OBB. But I don't think the path finding code is set up to use it.
> Though of course I haven't read every file in the SDK and I was hoping there
> was some NPC/code path that overrides the TraceHull CAI_MoveProbe with a
> TraceEntity one. What I want seems possible but with no working example or
> advice I'm reluctant to start coding it in case it becomes too
> difficult/impossible.
>
> Regards,
>
> Paul
>
>
> On Nov 26, 2007 10:30 AM, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
>
> > Not me, but I'd like to hijack the opportunity to rant:
> >
> > For me personally, the lack of a SOLID_OBB is the biggest flaw in Source.
> > We should chain ourselves to the valve offices until they expose or
> > implement a SOLID_OBB or something equivalent.
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hi guys,
> > >
> > > I'm trying to make an NPC that is longer than he is wide. For example he
> > > would be walk down a human sized hallway, but not turn around in the
> > > hallway. The problem I ran into is that the hulls are AABB, which means
> > > either I make the box so large he can't fit in the hallway, or I cheat
> > and
> > > make it too small which results in shot traces not hitting him properly
> > > (BaseNPC sets his regular bounding box to match his hull size..)
> > >
> > > So, anybody know of a work around or have any suggestions?
> > > --
> > >
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> >
> >
> >
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