Yup.

On Wed, May 19, 2010 at 6:22 PM, Saul Rennison <saul.renni...@gmail.com> wrote:
> 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:
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>> >>
>> >>
>> >
>> >
>> > --
>> > -Tony
>> > _______________________________________________
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>> please visit:
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>> >
>> >
>>
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>>
>>
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