In the SDK code do a search for CTraceFilterSimple... you can use that to work off of.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday, July 09, 2007 1:19 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How to trace? Hello, can you give me an example please? Thanks! With friendly reguards Ratman2000 ----- Original Message ----- From: "Ben Everett" <[EMAIL PROTECTED]> To: <hlcoders@list.valvesoftware.com> Sent: Monday, July 09, 2007 8:04 PM Subject: RE: [hlcoders] How to trace? > 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 > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > __________ NOD32 2385 (20070709) Information __________ > > > > This message was checked by NOD32 antivirus system. > > http://www.eset.com > > > > > > > > _______________________________________________ > > 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 > > > __________ NOD32 2386 (20070709) Information __________ > > This message was checked by NOD32 antivirus system. > http://www.eset.com > > > > _______________________________________________ > 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 __________ NOD32 2386 (20070709) Information __________ This message was checked by NOD32 antivirus system. http://www.eset.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders