It seems crossbow bolts already respect hitboxes (see CCrossbowBolt::PhysicsSolidMaskForEntity)
Kind regards, Saul Rennison On 4 July 2013 19:17, Saul Rennison <saul.renni...@gmail.com> wrote: > If the crossbow projectile is an entity, you need to override a specific > VPhysics function to tell it to respect hitboxes when doing collision > detection. I can get this method override for you shortly. > > > > Kind regards, > Saul Rennison > > > On 4 July 2013 19:12, Tobias Baumann <m...@tobiasbaumann.net> wrote: > >> ** >> Hi Ben, >> >> I did but I looked into it again and adjusted its size which provided me >> with the following result: >> >> http://i.imgur.com/ffA9ZE7.jpg >> >> The big box is the bounding box with ViewVector values. The little boxes >> are the hitboxes visible with sv_showhitboxes 1. Now why are they ignored >> and all hit-detection only happens on the bounding box? I did some testing >> and found out that this only happens with the Crossbow or my own weapon >> script which is a mixture of the crossbow and grenade code. So in other >> words the crossbow bolt uses the boundingbox for hit detection while other >> weapons use the hitboxes. Which makes sense since the other weapons don't >> actually fire a physical projectile but instead use raytracing. At least >> thats what I'm assuming. So long story short I'm left with two questions: >> >> How do I tell the crossbow bolt to use hitboxes and not boundingboxes >> for hit detection? >> >> And how can I set individual ViewVectors for each player and is that >> even possible with the engine? (What I noticed is that the hardcoded >> vectors are uniform for everyone). >> >> In case you're wondering: This is for the Suicide Survival mod. >> The weapon script is a physical book you throw, hence the crossbow bolt >> code. >> The individual ViewVectors are needed because I wan't to use different >> kind of prop models for the suiciders and the problem with this was that >> they get position in the ground by half their size (due to the origin being >> at 0,0,0 and the model not having any bones I'm assuming). >> >> I hope this makes things a bit clearer :) >> >> Thanks for any advice/help, >> Tobias >> >> >> >> >> "Ben K." <amo...@online.de> hat am 3. Juli 2013 um 15:53 geschrieben: >> >> You probably haven't adjusted the bounding box. Check out your game >> rules and look for "ViewVectors". >> >> Ben >> >> Tobias <m...@tobiasbaumann.net> <m...@tobiasbaumann.net> wrote: >> >> Already try that and it only shows the local hitboxes for me. I mean it >> displays the proper hitboxes the same way they're displayed in the >> modelviewer. However these are totally ignored for actual hit detection >> when I fire on the player. :( >> >> Check this screenshot: http://i.imgur.com/KGJ1Kys.jpg >> >> Thats with "sv_showhitboxes 1". If I fire on the model with another >> client the bullets go right trough the model until about half the vertical >> size of it. Or in other words if I fire at the base/lower part I get hits >> and everything above is ignored. Since the model is pretty large/high I'm >> guessing that there might be some maximum height value for the hitbox? Or >> for the collision box? A standard playermodel reaches until about the >> middle of the cactus. >> >> Best regards, >> Tobias >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> >
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