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

