it would be easier and more efficient to not use entities at all and
do all of the movement and collisions yourself ie oldorg = org then
neworg = dir*speed then do a trace between the two. if it hits
terminate. then you can handle your collision to hitboxes only and not
waste entities.


On 4/25/08, Arne Sikstrom <[EMAIL PROTECTED]> wrote:
> 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
> >
> >
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> >
> >
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>


-- 
-Tony

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