I'm still not exactly sure what the problem is you're having, so here's
some
basics:
When using large models for player models the hitboxes are located as per a
normal sized player, not in the loactions specified for the large model.
Large non-player models perform correctly in all regards,
Lets try sending this again :}
ah, I follow you, and the SetObjectCollisionBox() takes the boxes
values
from pev-mins and pev-maxs (in CBaseEntity at least, which is what
CBasePlayer uses).
So, if the models hull box is correct (ie it's colliding with world
object
correctly) but
Lets try sending this again :}
ah, I follow you, and the SetObjectCollisionBox() takes the boxes values
from pev-mins and pev-maxs (in CBaseEntity at least, which is what
CBasePlayer uses).
So, if the models hull box is correct (ie it's colliding with world
object
correctly) but the
:31 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hull3?
Correct me if I'm wrong, but, this email implys that hull size (should) have
no effect on hit boxes as long as the are defined right and the client and
server are both running the same model
and for
once I'm tried, bed I think :))
- Original Message -
From: Ken Birdwell [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, January 18, 2002 6:26 AM
Subject: RE: [hlcoders] Hull3?
Yes, sort of. You'll still have problems with hitbox collisions if the
hitboxes extend outside
: Wednesday, January 16, 2002 7:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hull3?
Ok, still have not resolved this :(
Basically when we try and make a player model oversized the hitboxes
remain
standard player sized even though the model is much larger. So shooting
the
model in the groin
PM
Subject: RE: [hlcoders] Hull3?
You may have bugs with the animations that are being hidden by the gait
sequence. As a test case, run your players with their gaitsequence always
set to 0 and see where their model is draw. Where they are drawn is the
location the server is using
Gargantua, lol.
DarthBobo.
- Original Message -
From: Ken Birdwell [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, January 15, 2002 3:46 PM
Subject: RE: [hlcoders] Hull3?
You may have bugs with the animations that are being hidden by the gait
sequence. As a test case, run your
CPointEntity
Is this only useable on static entities?
Thanks, DarthBobo.
- Original Message -
From: Robin Walker [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, December 18, 2001 5:38 AM
Subject: RE: [hlcoders] Hull3?
Yahn and I found a bug in the SDK when we were helping out
. If these are
radically different from where they appear when the gaitsequence is active,
you'll have problems.
-Original Message-
From: Jeff Fearn [mailto:[EMAIL PROTECTED]]
Sent: Monday, January 14, 2002 8:45 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hull3?
I am still having trouble getting the hit
don't need to fix it.
-Original Message-
From: Neale Roberts [mailto:[EMAIL PROTECTED]]
Sent: Sunday, December 16, 2001 11:33 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hull3?
We certainly have hitbox issues with hull 3. The player type that uses hull
3 cannot duck, so that problem
any
hits. Very bizarre.
- Original Message -
From: Matthew Lewis [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, December 17, 2001 4:03 AM
Subject: [hlcoders] Hull3?
There are still issues with the hit boxes left over from the previous
release. Basically, the hit boxes don't work
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