Thank you so much Matt! That seemed to be the problem... I was overlooking the fact that the melee was using MASK_SHOT_HULL for the trace, which excludes CONTENTS_HITBOX.
I knew it was something stupid I was overlooking (as this has to have been a very easy concept.) Anyway, all is working perfectly fine now. Sorry for my stupidity :p On Sun, Feb 21, 2010 at 4:45 PM, Matt Hoffman <lord.matt.hoff...@gmail.com>wrote: > Is the trace hitting the hitgroups? Could it be colliding with a player > bounding box or some other thing? Check the parameters of your trace? > > On Sun, Feb 21, 2010 at 1:43 PM, James Martin <altplu...@gmail.com> wrote: > > > I'm just using the player models (dod) that came with the sdk. I've not > > messed with modeling at all :-/ > > > > In the model viewer, it shows each of the hitboxes in proper groups. > > Hitbox 13 and 14 are neck and head, respectively. They are both in group > 1. > > (HITGROUP_HEAD) > > > > So, everything seems to be just fine outside of the code. > > > > Let me know if you have any more ideas, maybe there's something I > > overlooked... > > > > On Sun, Feb 21, 2010 at 4:33 PM, Rodrigo 'r2d2rigo' Diaz < > > r2d2r...@gmail.com > > > wrote: > > > > > If you are using a custom model, maybe it has autogenerated hitboxes or > > all > > > of them are set as group 0. Check the VDC for more info: > > > http://developer.valvesoftware.com/wiki/$hbox > > > > > > 2010/2/21 James Martin <altplu...@gmail.com> > > > > > > > Yes, I've fully compiled both DLLs. > > > > > > > > As for the models, they show the different hitboxes, also I can grab > > the > > > > entity's CBaseAnimating and iterate through the hitboxes. So I know > > they > > > > are > > > > there. > > > > > > > > The problem is that the enginetrace, is done via the engine (hence > the > > > > name.) So I have no way of knowing how it's checking for the > hitboxes, > > or > > > > altering the code in question. > > > > It really makes no sense to me why it returns the hitbox/hitgroup as > 0. > > > > > > > > Anyway, thanks for the input. > > > > > > > > On Sun, Feb 21, 2010 at 4:18 PM, Rodrigo 'r2d2rigo' Diaz < > > > > r2d2r...@gmail.com > > > > > wrote: > > > > > > > > > Did you recompile both DLLs? Are you sure the model contains > > > > > hitgroup-specific info, so they are properly identified? > > > > > > > > > > 2010/2/21 James Martin <altplu...@gmail.com> > > > > > > > > > > > A friend asked me to help start a mod, and I ran into a problem > > quite > > > > > early > > > > > > on. > > > > > > The request was for specific damage amount on a headshot. > > > > > > > > > > > > This seemed like an easy goal, but has me stumped. What would be > > the > > > > > proper > > > > > > way to detect a headshot? My first assumption was to check the > > > "hitbox" > > > > > or > > > > > > "hitgroup" members from the CGameTrace. After searching the SDK, > > this > > > > > > seemed > > > > > > to be the right method. CBasePlayer::TraceAttack checks the > > hitgroup > > > > > there > > > > > > for scaling damage. > > > > > > The problem is, this just simply does not work for me. I added a > > > simple > > > > > > console message to print the hitbox and hitgroup specified, and > > they > > > > > ALWAYS > > > > > > show as 0. (Which explains why the different damage doesn't > work.) > > > > > > > > > > > > I've not messed with modeling any however, loading the model in > the > > > > model > > > > > > viewer, I can see the hitboxes are there... > > > > > > > > > > > > I'm starting to think there is something painfully obvious that > I'm > > > > > > overlooking here. If someone could please give me a hint as to > what > > > I'm > > > > > > doing wrong, I'd greatly appreciate it. > > > > > > _______________________________________________ > > > > > > 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 > > > > > > > > > > > _______________________________________________ > > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders