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 ... >> >> > > _______________________________________________ >> >> > > 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 > >
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