Got traces to visualize, it appears with glass traces aren't even working. Break glass, traces work again. What.
----- Original Message ----- From: "Matt Hoffman" <[email protected]> To: "Discussion of Half-Life Programming" <[email protected]> Sent: Thursday, April 02, 2009 6:42 PM Subject: Re: [hlcoders] Spawning particle systems at the end offunc_precipitation randrops when they collide with props orbrushes - how? > My idea was to see if you could visualize traces to see if the traces are > hitting the glass and returning true, but neither me nor James know how to > do that. > > On Thu, Apr 2, 2009 at 3:36 PM, James Keith <[email protected]> wrote: > >> Alright, with a little help i got it to splash on the ground. Yay! >> >> But i have an issue. I can't get this to splash on glass. I can't figure >> out >> why. >> >> Here's my code: >> if ( m_Splashes.Count() < 99 ) >> { >> if ( RandomInt( 0, 100 ) < r_RainSplashPercentage.GetInt() ) >> { >> trace_t trace; >> UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL, >> COLLISION_GROUP_NPC, &trace); >> if( trace.fraction < 1 ) >> { >> DispatchParticleEffect( "rain_splash2", trace.endpos, >> trace.m_pEnt->GetAbsAngles() , NULL ); >> } >> } >> } >> >> I changed MASK_ALL to some other stuff like MASK_OPAQUE with no avail. >> Any >> ideas? >> >> >> _______________________________________________ >> 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

