Hi, I am currently toying with some effects with the new particle system and one of the things I'd like to do is try to have particles that can interact with the world geometry (i.e. leave surface marks or something like that). My problem at the moment is in trying to establish a reliable and fast way to obtain the location where particles are hitting a ceiling/wall/floor. Is there any way to check whether particles are colliding against the world? I couldn't find any obvious references to something like that anywhere in the code and from the looks of it particles clip clean through any world geometry so I guess maybe there isn't. I'm only interested in obtaining a vague area so I have no intention of establishing this for every single particle or anything, and I would only be using it on fairly focused systems (i.e. where most particles go more or less towards the same point, not ones where they spray in all directions).
My "hacky" theoretical solutions to this would be either using traces or a temporary invisbile client projectile that follows more or less the same path as the particle system trajectory but neither of those seem like particularly fool proof and robust solutions. Is there a better way to do this? I'd appreciate any pointers or thoughts on this. Cheers, -Leon _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

