You can setup a complex trace filter to only have an allow list, which would
be that of players.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Monday, July 09, 2007 12:13 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] How to trace?

Hello,

thanks thats a nice idea but its to many time thats needed so i get lags
becouse i
trace over the full map :/
Is there no other way to trace and hit only players?

With friendly Reguards

Ratman2000

----- Original Message -----
From: "Ben Everett" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Monday, July 09, 2007 7:02 PM
Subject: RE: [hlcoders] How to trace?


> Keep looping through the trace, and whenever you hit a wall or anything
set
> it to ignore that entity. This is done by setting up a trace filter (the
> part where you are passing NULL).
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 11:38 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] How to trace?
>
> Hello,
>
> im testing in my plugin how to trace from a position to another and check,
> if a player in this line.
>
> So i think:
>
> Start ----------------------------- End = Nothing
> Start ------- Player -------------- End = Player Hit!
>
> So i have tested:
>
> trace_t   tr;
>  Ray_t ray;
>  ray.Init( Start , Ende );
>
>  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
>
> But than the trace dont get by walls and other stuff...
>
> I like to trace without hit anythink... only players... is there a way?
>
> Thanks for all help!
>
> With friendly reguards from Germany
>
> Ratman2000
>
>
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