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 ... >>> >> > > _______________________________________________ >>> >> > > 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 >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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