Do you know by chance what the !picker traceline uses? On Sat, May 15, 2010 at 8:44 PM, Tom Edwards <t_edwa...@btinternet.com> wrote: > 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 > >
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders