-- [ 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

