of course it's possible, but you have to change everywhere that uses VEC_HULL_MIN/MAX to use your own method of grabbing it. or just simply; don't use them from the gamerules in the player, instead make your own list of boxes/viewheights and then set them according to your 'class'. it also means modifying gamemovement to get it from the player instead of from the global. -Tony
On Wed, Jul 10, 2013 at 1:36 AM, Tobias Baumann <m...@tobiasbaumann.net> wrote: > ** > Thanks for your help Saul, but it doesn't solve my problem. > > As far as I'm understanding this with my limited knowledge of C++ the > function PhysicsSolidMaskForEntity sets the mask to be used for collision > detection by the physic system to MASK_SOLID combined with CONTENTS_HITBOX. > However the projectile still triggers a hit upon hiting the bounding box. I > tested this by making the VEC_HULL_MAX larger then the actual model. > > If I make the VEC_HULL_MAX smaller then the actual model I get another > result. See these two screenshots: > > http://i.imgur.com/8ISQHI1.jpg <- projectile flys trough the hitbox > http://i.imgur.com/uExNUhc.jpg <- projectile flys trough the boundingbox > and hitting. > > According to > https://developer.valvesoftware.com/wiki/CollisionPropertyhitbox detection > doesn't even happen when we're not inside the bounding > box. Which explains the results from the screenshot. > > So how do I solve this? Is there a way to tell the game to recalculate > the bounding box according to the size of the model and or its hitboxes? > > I tried using CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES ); > which sets them up correctly when killing yourself: > http://i.imgur.com/s88NKQV.jpg > However upon re-spawning its back to the old values: > http://i.imgur.com/aeNqaz5.jpg > Any ideas why this happens or whats causing it? > > Another thing I noticed is that size of the boundingbox is in direct > relation to values defined in HL2MPViewVectors. More precisely the values > in VEC_HULL_MIN and VEC_HULL_MAX. How do I make these values dynamic for > each player? Is that even possible? Because unlike the traditional game we > will have different sized props as the player in multiplayer. So in one > instance it will be the size of a chair and in another one the size of a > refrigerator. > > > Kind regards, > Tobias > > > Saul Rennison <saul.renni...@gmail.com> hat am 4. Juli 2013 um 20:58 > geschrieben: > > It seems crossbow bolts already respect hitboxes > (see CCrossbowBolt::PhysicsSolidMaskForEntity) > > > > Kind regards, > Saul Rennison > > > On 4 July 2013 19:17, Saul Rennison <saul.renni...@gmail.com> wrote: > > If the crossbow projectile is an entity, you need to override a specific > VPhysics function to tell it to respect hitboxes when doing collision > detection. I can get this method override for you shortly. > > > > Kind regards, > Saul Rennison > > > On 4 July 2013 19:12, Tobias Baumann <m...@tobiasbaumann.net> wrote: > > Hi Ben, > > I did but I looked into it again and adjusted its size which provided me > with the following result: > > http://i.imgur.com/ffA9ZE7.jpg > > The big box is the bounding box with ViewVector values. The little boxes > are the hitboxes visible with sv_showhitboxes 1. Now why are they ignored > and all hit-detection only happens on the bounding box? I did some testing > and found out that this only happens with the Crossbow or my own weapon > script which is a mixture of the crossbow and grenade code. So in other > words the crossbow bolt uses the boundingbox for hit detection while other > weapons use the hitboxes. Which makes sense since the other weapons don't > actually fire a physical projectile but instead use raytracing. At least > thats what I'm assuming. So long story short I'm left with two questions: > > How do I tell the crossbow bolt to use hitboxes and not boundingboxes for > hit detection? > > And how can I set individual ViewVectors for each player and is that even > possible with the engine? (What I noticed is that the hardcoded vectors are > uniform for everyone). > > In case you're wondering: This is for the Suicide Survival mod. > The weapon script is a physical book you throw, hence the crossbow bolt > code. > The individual ViewVectors are needed because I wan't to use different > kind of prop models for the suiciders and the problem with this was that > they get position in the ground by half their size (due to the origin being > at 0,0,0 and the model not having any bones I'm assuming). > > I hope this makes things a bit clearer :) > > Thanks for any advice/help, > Tobias > > > > > "Ben K." < amo...@online.de> hat am 3. Juli 2013 um 15:53 geschrieben: > > You probably haven't adjusted the bounding box. Check out your game rules > and look for "ViewVectors". > > Ben > > Tobias <m...@tobiasbaumann.net> <m...@tobiasbaumann.net> wrote: > > Already try that and it only shows the local hitboxes for me. I mean it > displays the proper hitboxes the same way they're displayed in the > modelviewer. However these are totally ignored for actual hit detection > when I fire on the player. :( > > Check this screenshot: http://i.imgur.com/KGJ1Kys.jpg > > Thats with "sv_showhitboxes 1". If I fire on the model with another > client the bullets go right trough the model until about half the vertical > size of it. Or in other words if I fire at the base/lower part I get hits > and everything above is ignored. Since the model is pretty large/high I'm > guessing that there might be some maximum height value for the hitbox? Or > for the collision box? A standard playermodel reaches until about the > middle of the cactus. > > Best regards, > Tobias > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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