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I think you misunderstood what I'm attempting. I'm trying to create a
Sphere Trace against the map planes, not entities. I probably should of put
that in the subject.
On 9/25/07, Ben Everett [EMAIL PROTECTED] wrote:
CEntitySphereQuery.
I tracked down the source of my issue. Someone once posted a bug fix
for jittery AI animations by changing
C_BaseEntity::PreDataUpdate( DataUpdateType_t updateType )
{
...
if ( !IsSelfAnimating() )
{
m_flAnimTime = engine-GetLastTimeStamp();
}
}
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I pointed this one out on hlcoders 14/8/06 and Yahn was the one who said to
remove the line entirely. The original suggested fix by me was to remove the
!
Regards,
Paul
On 9/26/07, Justin Krenz [EMAIL PROTECTED] wrote:
I tracked down the
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Does physenv-CreateSphereObject do what you want? Check out CPhysSphere,
which creates a sphere instead of using the models physics data. I'm
assuming that, internally, creating a physics sphere this way will use fast
sphere/plane intersection
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I really don't like the Physics system due to the many limitations we have
with it, including tracing. Which is why I want to build my own trace.
I took a quick look at the Quake2 source code and they do a
RecursiveHullTrace which I believe
Joel R. wrote:
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I really don't like the Physics system due to the many limitations we have
with it, including tracing. Which is why I want to build my own trace.
I took a quick look at the Quake2 source code and they do a
RecursiveHullTrace
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Justin that a good little fix to know I might try putting that in out mod today
to see what the difference is like..although with the official
fix it seem pretty good to me. I'm just wondering if you are playing around
with the NPC's then have
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