Still a no go with your code. Tried MASK_SOLID and COLLISION_GROUP_NONE too, still not working.
Blargh. On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer <darksk...@gmail.com> wrote: > Hmm, you could check if its in a solid. > > int contents = enginetrace->GetPointContents( position ); > if ( contents & CONTENTS_SOLID ) > return false; > > Also try other masks like MASK_SOLID and use COLLISION_GROUP_NONE. > > I imagine you are doing that trace per particle movement and that seems very > expensive to me. I would probably do a trace to the ground on creation and > get a z value and just have each particle have its own finishing z value. > Checking against a vector per check instead of tracing, hull checking, etc > is way better imo. I guess you want to make sure it can hit physical props > as well, and there are ways of optimizing for that specifically. Anyway, > good luck. :) > > > On Mon, May 17, 2010 at 7:03 PM, James K <jimmy4...@gmail.com> wrote: > >> It's still not creating splashes on displacements. >> >> The code for creating splashes is found around line 331 in >> c_effects.cpp. Here's my modded code for it: >> ----------------------- >> // Possibly make a splash if we hit a water surface and it's in front >> of the view. >> if ( m_Splashes.Count() < 99 ) >> { >> if ( RandomInt( 0, 100 ) < r_RainSplashPercentage.GetInt() ) >> { >> trace_t trace; >> UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID, NULL, >> COLLISION_GROUP_PLAYER, &trace); >> if( trace.fraction < 1 ) >> { >> DispatchParticleEffect( "rain_splash", trace.endpos, >> trace.m_pEnt->GetAbsAngles() , NULL ); >> } >> } >> } >> >> // Tell the framework it's time to remove the particle from >> the list >> return false; >> } >> >> // We still want this particle >> return true; >> } >> ------------------ >> >> It's completely ignoring displacements, however. If you visualize the >> tracers you can see them going right through the displacements and >> hitting the surface below them. >> >> I'm so frustrated! >> >> On Mon, May 17, 2010 at 10:46 AM, Ryan Sheffer <darksk...@gmail.com> >> wrote: >> > Ignore Util_remove, it's specific to his code. The mask and collision >> > group should work fine. If not, you need to post all your code. >> > >> > ~Ryan >> > >> > On May 16, 2010, at 12:58 PM, James K <jimmy4...@gmail.com> wrote: >> > >> >> UTIL_Remove is a server thing, isn't it? The code doesn't work because >> >> it says it's undefined. >> >> >> >> I'm more concerned with making the tracer collide with displacements >> >> and other dynamic entities, because no matter what I do it won't >> >> recognize they're there. The skybox collision isn't a major issue yet. >> >> >> >> James >> >> On Sun, May 16, 2010 at 7:51 AM, Jonathan White >> >> <killermonke...@gmail.com> wrote: >> >>> Hi James, >> >>> >> >>> I am going to offer this solution since I don't think you have >> >>> nailed down >> >>> your problem to exactly what is going on. My guess is that the >> >>> trace is >> >>> hitting the rain entity itself. I say this because you have not >> >>> added the >> >>> rain entity a the "ignored entity" and have allowed the trace to hit >> >>> ANYTHING. >> >>> >> >>> Try this code: >> >>> >> >>> UTIL_TraceLine( vOldPos, pParticle->m_Pos, MASK_SOLID, this, >> >>> COLLISION_GROUP_PLAYER, &tr ); >> >>> >> >>> if( tr.surface.flags & SURF_SKY ) >> >>> { >> >>> // Game Over, we hit the sky box, remove the mine from the >> >>> world >> >>> UTIL_Remove(this); >> >>> return false; >> >>> } >> >>> >> >>> Right before the collision group is "this" which if function call >> >>> is called >> >>> in the rain entity class will produce the desired results. >> >>> Otherwise you >> >>> might have to explicitly call on the rain particle entity >> >>> (pParticle)? I am >> >>> not sure of your setup at the moment or if you are even using >> >>> entities, just >> >>> wanted to throw it out there. >> >>> >> >>> Thanks >> >>> Killermonkey >> >>> _______________________________________________ >> >>> 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 >> > >> > >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > -- > ~Ryan ( skidz ) > _______________________________________________ > 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