The simplest solution was to use a grenade as a template for the projectile. The actual code for a projectile flying through air is fairly simple and not many pages long. The physics also gives a lot of support for many actions like the Touch() and Splash(). To create my own implementation of PhysicsToss() don't appeal very much.
There has to be some setting or physics hook I can use to ignore collisions with outer hull? On Fri, Apr 25, 2008 at 11:50 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > 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 > > > > > > > > > _______________________________________________ > > > 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 > > > > > > > -- > -Tony > > _______________________________________________ > 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

