You can stop them from hitting the skybox by checking the surface you hit...look at the HL2 rocket for how to do that. It disappears if it hits the skybox.
As for displacements, phys objects, etc. your choice of collision group is almost certainly to blame. I'd use whatever the !picker traceline uses. On 15/05/2010 11:10, James K wrote: > I'm trying to get rain splashes to show up when they collide with the > ground. In a way, I've succeed. I can get splashes. The problem is > they're almost everywhere but where I want them. They show up even on > the skybox, which I don't want. They won't show up on displacements, > glass, or physics props, however, which isn't good. > Here's the code for the tracer: > ----------- > 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( "spash", trace.endpos, > trace.m_pEnt->GetAbsAngles() , NULL ); > } > } > } > ---------- > I've tried making a new mask and collision group, both of which didn't > help at all. > > Anyone better at this than I am? > > _______________________________________________ > 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