If that is all it takes I don't think it would be too hard to add maybe some
way to flag the MoveProbe to use those functions for tracing instead of the
ones it uses now

Like however you decide to flag your npc to use OBB, then you would in the
MoveProbe have something like

if(m_bOBB)
   AI_TraceEntity(blah)
else
   *Original Trace Function*

I just said this without looking at the code too well. I think first you
would want to confirm that, the trace you have there actually works as you
want it and if it does, then you just have to go through all the traces
involved with AI pathing and add the bool situation.
----- Original Message -----
From: "Paul Peloski" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, November 26, 2007 2:30 PM
Subject: Re: [hlcoders] NPC hull vs. NPC size


--
[ 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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