-- [ Picked text/plain from multipart/alternative ] In simplest description, All tracelines do is move a virtual 'point' object through space checking collisions. A tracehull does exactly the same thing except the virtual 'object' isn't just a point, it's got bounds. I'm not 100% certain how much source's traces are still like quake / hl1, but i'm pretty sure the base is the same; with a bunch of new stuff and optimizations. -Tony
On Wed, Feb 20, 2008 at 11:56 AM, Ryan Carpenter <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > So What exactly is the difference between UTIL_TraceLine and > UTIL_TraceHull? > > > Because I know that logically, you would have to check every point in the > area using TraceLine to ensure there isn't, for example, a 2x2 unit object > that extends to the ceiling. And the larger the object the more you would > have to check to ensure you aren't missing an object that intercepts the > entity you are spawning. So does TraceHull do something else??? > > Ryan > > Message: 6 > From: "Minh" <[EMAIL PROTECTED]> > To: <[email protected]> > Subject: Re: [hlcoders] New HLCoder List Member - Hit detection question > Date: Sun, 17 Feb 2008 17:03:17 -0800 > Reply-To: [email protected] > -- > [ Picked text/plain from multipart/alternative ] > You could try using UTIL_TraceHull. I've used it succesfully to implement > my > dynamic spawning feature. Basically all you have to do is > UTIL_TraceHull ( vecChecPoint, vecCheckPoint, VEC_HULL_MIN, VEC_HULL_MAX, > MASK_SOLID, pIgnoreEntity, COLLISION_GROUP_NONE, &trace_ptr ); > Now you can just check if trace_ptr his somethign by calling > trace_ptr->DidHit(); > If it did hit something, I then do a scan around the area by modifying > vecCheckPoint in fan like motion in all 3 axis. > -- > > _______________________________________________ > 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

