A better way to do this is to increase the size of the surrounding box
for the player. You will want to call this in your player spawn
function:

CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );

The collision property will then update the absbox whenever the entity's
angles, position or animation marks the collision as dirty. Depending on
your mod, you may have to mark the collision bounds dirty on the client
yourself, when you know the angles or origin of your client entity have
changed.

You can use "ent_absbox" on a player to see their server side absbox and
"cl_ent_absbox" to see the client version.

With this box surrounding the player, bullet tracelines should hit
hitboxes that are outside of the movement bounding box.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent: Monday, June 12, 2006 6:54 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TraceRay not hitting player's head

The regular trace will exclude a player as a target if the trace doesn't
collide with the bounding box.

It is possible to do an additional check on eligible players and force a
trace against their hitboxes with enginetrace->ClipRayToEntity. That's
per target player, so you can do extra work to make the list of
potential players you're tracing against as small as possible.

In pseudocode:

For all players
{
        if this player is likely to be hit by the ray
        ( this check can do a DistanceToRay from the traceline and
exclude if needed )
        {
                do the enginetrace->ClipRayToEntity

                now check if we hit the player and the hit was the
closest thing that we hit
        }
}

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JG
Sent: Monday, June 12, 2006 4:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TraceRay not hitting player's head

I realize this is an old topic, but I have this same problem and can't
find a solution.
http://www.sourcemod.net/forums/viewtopic.php?t=3658

As you can see, the "bounding box" doesn't actually surround the whole
model, so there lies the problem.. There's got to be a way to fix this
since the traces done when someone fires at someone's head don't just go
through the player's head. I just have no clue how to accomplish this.
Any help would be greatly appreciated.

--
[ Picked text/plain from multipart/alternative ] Good call. Yes, it's
for CS:S.


On 3/25/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ] Are you using CS:S?
> coz CS:S models are weird...
>
> On 3/24/06, LDuke <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ] For debugging
> > purposes, in a MP game, I'm drawing a line to the endpoint of the
> > trace. If I aim at a foot, body, hand, etc. the player entity is
> > returned and the line gets drawn to that point. But if I aim at the
> head,
> > the trace doesn't see the player and it draws the line right through

> > the player's head to whatever is behind him.
> >
> >    CTraceFilterHitAll traceFilter;
> >    enginetrace->TraceRay(ray, MASK_ALL, &traceFilter, &tr );
> >
> > Do I need to change my mask or trace filter I need to use to include

> > the
> a
> > player's head? Why won't this work?
> >
> > Grant
> > (L. Duke)
> > --
> >
> > _______________________________________________
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> > archives, please visit:
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> >
> >
>
>
> --
> ts2do
> --
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
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>
>
--


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