It's still not working, even with this new code. This is really really stupid.
James On Wed, May 19, 2010 at 2:57 AM, Tony "omega" Sergi <omegal...@gmail.com> wrote: > It also doesn't help that you're only doing the trace when the random value > is within the current limit. > You need to do the check ALL the time, regardless of if it will actually > spawn it or not. > Displacements are a single plane, chances are you're repeatedly skipping the > actual check 99% of the time. > Your original code was correct except for the order. ie: new code: > > trace_t trace; > UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL, > COLLISION_GROUP_NPC, &trace); > if( trace.fraction < 1 || trace.DidHit() ) > { > if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt() ) > DispatchParticleEffect( "spash", trace.endpos, > trace.m_pEnt->GetAbsAngles() , NULL ); > } > > Also, you can verify it if you set r_RainSplashPercentage to 101 (because > even if you set it to 100, it would never trace as it would HAVE to be below > the value.) > -Tony > > On Wed, May 19, 2010 at 2:59 PM, Ryan Sheffer <darksk...@gmail.com> wrote: > >> Try shooting a trace right to the ground from the starting point and see if >> you can hit the displacment. You might be passing right through it on your >> checks. >> I don't remember having problems tracing to displacements myself, so I find >> this sort of odd. Another thing to consider are the collision options for >> displacements. >> >> On Tue, May 18, 2010 at 4:08 PM, James K <jimmy4...@gmail.com> wrote: >> >> > With the new code it will collide only with thick brushes. With the >> > old code it collided with both. >> > >> > On Tue, May 18, 2010 at 6:54 PM, Tobias Kammersgaard >> > <tobias.kammersga...@gmail.com> wrote: >> > > Does it collide with thin brushes? >> > > >> > > Den 19/05/2010 00.38 skrev "James K" <jimmy4...@gmail.com>: >> > > >> > > 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 ... >> > > _______________________________________________ >> > > 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 >> >> > > > -- > -Tony > _______________________________________________ > 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