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
>
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-- 
-Tony
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