-- [ Picked text/plain from multipart/alternative ] 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) > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > -omega > > -- > > > > _______________________________________________ > > 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