I came up with the same solution but I thought it should be better to use the normal fly physics to handle the collision detection. The additional trace ended up in a lot of special cases for player behind player etc. I also tried to override functions like ResolveFlyCollisionCustom() and TestCollision() but that got me nowhere.
On Fri, Apr 25, 2008 at 8:18 PM, Keeper <[EMAIL PROTECTED]> wrote: > What I did is use the origin of the entity to trace a line in the direction > that entity is travelling. Doing that you can then pass the hitbox info > on. > I did that in my override for the touch method. > > Keeper > > -----Original Message----- > From: Arne Sikstrom [mailto:[EMAIL PROTECTED] > Sent: Friday, April 25, 2008 12:55 PM > To: hlcoders > Subject: [hlcoders] Touch() for player model hitboxes > > I have a projectile based on the CBaseCombatCharacter class that I want to > only hit the hitboxes on the player model. The problem is that the Touch() > function is called for the collision with the outer bounding box of the > player. My setting for the projectile looks like this: > SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); > SetSolid( SOLID_BBOX ); > SetSolidFlags( FSOLID_NOT_STANDABLE ); > > Is there a way to get the projectile to ignore the bounding box and only > react to the player model hitboxes? > > /Arne > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

