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Thanks, I'll take a look there.

I figured someone had already done something like this.

On 7/6/07, Greg Scott <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Technicly you only need to modify the gamemovement class, you'll need to
> set
> it up so that if the player is the larger type that they use a different
> collision hull (do this in the getplayermins/maxs functions, then make
> sure
> all the calls go to that rather than using the constant player hull
> defines), then modify the player's view height in get player view offset.
> I had to do a similar thing for Intelligent Design Mod's class system, so
> feel free to fire away any questions yah' have. : )
>
> On 7/6/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > You'll have to modify the viewvectors class, and add new hulls for your
> > player.
> >
> > then modify the gamemovement, and when when someone uses that class (you
> > are
> > using classes or something right?) then you can switch to those bounding
> > boxes, for the traces.
> >
> > On 7/6/07, LDuke <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I have a player model that is bigger than the regular human player
> > models.
> > > Something like the Onos in Natural Selection.
> > >
> > > The problem is that the game movement code is treating them like a
> > regular
> > > size player model. I've changed the surround bounds type to
> > USE_HITBOXES,
> > > which fixed the problem of shots not hitting them unless they were
> shot
> > > where a normal player model would be, but they can still fit through
> > small
> > > doorways and get too close to walls so they clip through.
> > >
> > > Any ideas?
> > >
> > > Grant
> > > (L. Duke)
> > > --
> > >
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> > >
> > >
> >
> >
> > --
> > -omega
> > --
> >
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> >
> >
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>
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