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 ...
> >> > > _______________________________________________
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> archives,
> >> > please visit:
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> >> > >
> >> > >
> >> >
> >> > _______________________________________________
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> >> > please visit:
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> >> >
> >> >
> >>
> >>
> >> --
> >> ~Ryan ( skidz )
> >> _______________________________________________
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > -Tony
> > _______________________________________________
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> please visit:
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> >
> >
>
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