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) > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ts2do > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders