--
[ 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

Reply via email to