Re: [hlcoders] TraceRay not hitting player's head

2006-06-12 Thread JG

I realize this is an old topic, but I have this same problem and can't find a 
solution.
http://www.sourcemod.net/forums/viewtopic.php?t=3658

As you can see, the "bounding box" doesn't actually surround the whole model, 
so there
lies the problem.. There's got to be a way to fix this since the traces done 
when
someone fires at someone's head don't just go through the player's head. I just 
have
no clue how to accomplish this. Any help would be greatly appreciated.

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Good call. Yes, it's for CS:S.


On 3/25/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:


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Are you using CS:S? coz CS:S models are weird...

On 3/24/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> For debugging purposes, in a MP game, I'm drawing a line to the endpoint
> of
> the trace. If I aim at a foot, body, hand, etc. the player entity is
> returned and the line gets drawn to that point. But if I aim at the
head,
> the trace doesn't see the player and it draws the line right through the
> player's head to whatever is behind him.
>
>CTraceFilterHitAll traceFilter;
>enginetrace->TraceRay(ray, MASK_ALL, &traceFilter, &tr );
>
> Do I need to change my mask or trace filter I need to use to include the
a
> player's head? Why won't this work?
>
> Grant
> (L. Duke)
> --
>
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>


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[hlcoders] Re: hlcoders digest, Vol 1 #2390 - 10 msgs

2006-03-02 Thread JG

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Today's Topics:

   1. Re: [OT] [hlcoders] Overlay Text (LDuke)
   2. RE: [OT] [hlcoders] Overlay Text (Jay C.)
   3. Re: [OT] [hlcoders] Overlay Text (James)
   4. RE: Overlay Text (Jay Stelly)
   5. RE: [OT] [hlcoders] Overlay Text (Jay C.)
   6. Re: Overlay Text (Jeff Fearn)
   7. Re: Overlay Text (LDuke)
   8. Re: Overlay Text (Benjamin Davison)
   9. Re: Overlay Text (Jeff Fearn)
  10. RE: Overlay Text (Jay C.)

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Message: 1
Date: Thu, 2 Mar 2006 08:32:59 -0700
From: LDuke <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Subject: Re: [OT] [hlcoders] Overlay Text
Reply-To: hlcoders@list.valvesoftware.com

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I do sympathize with the aversion to the warcraft3/superhero plugins. Last
time I tried to join a CS1.6 server, I had to join about 8 servers before I
found a server without one of those two mods. It was very annoying, but you
have to ask yourself why so many of the servers have those plugins.

I was just trying to find out if any mod developers knew of a way to use the
debug overlay text. I ceratainly have nothing bad to say against Valve or
Turtle Rock, quite the opposite after the input and help we received on the
VIP plugin for CSS.

Grant
(L. Duke)

On 3/2/06, Kamran <[EMAIL PROTECTED]> wrote:


Yah, I'd have to say that's true.

If I was a plugin author, I'd get a bunch together and create a document
outlining what I'd wish Valve would do. I'd also send it through snail
mail, not email. I'd also include the names of all the people involved.

Politeness goes a long way ;-)





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Message: 2
From: "Jay C." <[EMAIL PROTECTED]>
To: 
Subject: RE: [OT] [hlcoders] Overlay Text
Date: Thu, 2 Mar 2006 15:36:34 -
Reply-To: hlcoders@list.valvesoftware.com

Benjamin, that's why I [OT]'d it, if you didn't want to get into arguments
like this create an e-mail rule to deleted [OT] emails. If you didn't want
to get in an argument, then don't reply, like everyone else who doesn't.

I've been making plug-in for CS for about three years now, I like it so I'm
not going to stop.
They know what's missing; they removed it for the purpose I explained.
Alfred has said that on numerous occasions.

- Jay C. (c0ldfyr3)



-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 02 March 2006 13:13
To: hlcoders@list.valvesoftware.com
Subject: Re: [OT] [hlcoders] Overlay Text

Yah, I'd have to say that's true.

If I was a plugin author, I'd get a bunch together and create a document
outlining what I'd wish Valve would do. I'd also send it through snail
mail, not email. I'd also include the names of all the people involved.

Politeness goes a long way ;-)

Benjamin Davison wrote:


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Yeah I do agree plugin authors get the short end of the stick compared


to


mod makers, but the attitude some of them take... quite frankly stinks.

I have always found interaction with people like Alfred pleasent, I


dunno


what you guys are saying but maybe you should be a but more
respectfull/polite and you will get much further than with this "we


demand


this, gimme gimme" attitude some of the members of this list have.

Maybe you can be a bit more proactive, and get a bunch of plugin authors
together. Create a professional and polite detailed proposal of what you
guys want with examples and perhaps even implementations.

Valve might turn around and say, "no we aint doing it" but it's going to


get


you further than the attitude some of you guys are taking.

On 3/2/06, Kamran <[EMAIL PROTECTED]> wrote:



I can't really blame them; if I was a plugin author, and a new game
didn't support all the things the /old/ game did, I'd be pretty mad. It
would seem like logic to me that Valve would include all the good stuff
from CS 1.6 that you'd /imagine/ would carry over to a /new version of
the same game/? If you're going to make a new game, based off the old
one, wouldn't you include the same or BETTER plugin capability? Also,
considering CS 1.6 has sooo many mods, you'd think that it'd be a
no-brainer. Extra work sometimes goes a long way.

Benjamin Davison wrote:



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I'm not going to bother getting in an argument here.

But if Valve treats you so bad, why don't you vote with your feet and
develop plugins for any other number of games?

Not gonna crap up the list, always happens when a couple of plugi