post all of your code, that way we can help easier.

On Wed, May 19, 2010 at 6:05 PM, James K <jimmy4...@gmail.com> wrote:
> 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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>>> >> > >
>>> >> > >
>>> >> >
>>> >> > _______________________________________________
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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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>>>
>>>
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>>
>>
>
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