Just to make sure: the displacements DO have hull, ray and physics collisions enabled in Hammer, don't they?
Thanks, - Saul. On 19 May 2010 21:41, James K <jimmy4...@gmail.com> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders