here's a tuff one. How do you find out if a point is underneath/behind  
terrain (ie. displacement ) ?


Gayan Ediriweera wrote:
> I don't think you can use traces because the map enclosure isn't
> necessarily a convex shape. So you could imagine a point where a trace
> in any direction would hit brushes which is still not a valid position
> for the player.
>
> Cheers
>
> On Thu, Sep 18, 2008 at 5:49 PM, Andrew Watkins <[EMAIL PROTECTED]> wrote:
>   
>> Hey all, very simple question that I can't seem to find the answer to - how
>> to tell if a point is outside the game world or not?
>>
>> I've added an ability allowing players to teleport a short distance,
>> including through walls, to our HL2MP OB mod. This is great, and the code
>> successfully avoids getting the player stuck inside world brushes or
>> anything else when teleporting. It is unfortunately possible for them to
>> teleport to completely outside the world geometry, and I can't work out how
>> to stop this. I've tried my hull traces using various likely-looking masks &
>> collision groups, and have looked at all the UTIL_PointContents flags, but I
>> can't see how to determine if a point is outside the world or not.
>>
>> I've also looked through gamemovement.cpp, as players don't fall when they
>> teleport outside the world, so something must be stopping them, as they
>> aren't "in a solid" - but nothing jumps out at me. So, does anyone know how
>> to determine if a point / trace / entity is completely outside the world
>> geometry?
>>
>> The best "hacky" method I can come up with is testing if a
>> several-thousand-unit-long trace can be done in any direction
>> (up/down/n/s/e/w), and if any can, assume its outside. I'm sure there's a
>> point contents method, but I can't work it out. Help would be appreciated.
>>
>> Thanks
>>
>>
>> _______________________________________________
>> 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

Reply via email to