[hlcoders] How to trace?

2007-07-09 Thread Ratman2000
Hello,

im testing in my plugin how to trace from a position to another and check,
if a player in this line.

So i think:

Start - End = Nothing
Start --- Player -- End = Player Hit!

So i have tested:

trace_t   tr;
 Ray_t ray;
 ray.Init( Start , Ende );

 Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );

But than the trace dont get by walls and other stuff...

I like to trace without hit anythink... only players... is there a way?

Thanks for all help!

With friendly reguards from Germany

Ratman2000


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RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
Keep looping through the trace, and whenever you hit a wall or anything set
it to ignore that entity. This is done by setting up a trace filter (the
part where you are passing NULL).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Monday, July 09, 2007 11:38 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] How to trace?

Hello,

im testing in my plugin how to trace from a position to another and check,
if a player in this line.

So i think:

Start - End = Nothing
Start --- Player -- End = Player Hit!

So i have tested:

trace_t   tr;
 Ray_t ray;
 ray.Init( Start , Ende );

 Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );

But than the trace dont get by walls and other stuff...

I like to trace without hit anythink... only players... is there a way?

Thanks for all help!

With friendly reguards from Germany

Ratman2000


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Re: [hlcoders] How to trace?

2007-07-09 Thread Ratman2000
Hello,

thanks thats a nice idea but its to many time thats needed so i get lags
becouse i
trace over the full map :/
Is there no other way to trace and hit only players?

With friendly Reguards

Ratman2000

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 09, 2007 7:02 PM
Subject: RE: [hlcoders] How to trace?


> Keep looping through the trace, and whenever you hit a wall or anything
set
> it to ignore that entity. This is done by setting up a trace filter (the
> part where you are passing NULL).
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 11:38 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] How to trace?
>
> Hello,
>
> im testing in my plugin how to trace from a position to another and check,
> if a player in this line.
>
> So i think:
>
> Start - End = Nothing
> Start --- Player -- End = Player Hit!
>
> So i have tested:
>
> trace_t   tr;
>  Ray_t ray;
>  ray.Init( Start , Ende );
>
>  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
>
> But than the trace dont get by walls and other stuff...
>
> I like to trace without hit anythink... only players... is there a way?
>
> Thanks for all help!
>
> With friendly reguards from Germany
>
> Ratman2000
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> __ NOD32 2385 (20070709) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
You can setup a complex trace filter to only have an allow list, which would
be that of players.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Monday, July 09, 2007 12:13 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] How to trace?

Hello,

thanks thats a nice idea but its to many time thats needed so i get lags
becouse i
trace over the full map :/
Is there no other way to trace and hit only players?

With friendly Reguards

Ratman2000

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 09, 2007 7:02 PM
Subject: RE: [hlcoders] How to trace?


> Keep looping through the trace, and whenever you hit a wall or anything
set
> it to ignore that entity. This is done by setting up a trace filter (the
> part where you are passing NULL).
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 11:38 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] How to trace?
>
> Hello,
>
> im testing in my plugin how to trace from a position to another and check,
> if a player in this line.
>
> So i think:
>
> Start - End = Nothing
> Start --- Player -- End = Player Hit!
>
> So i have tested:
>
> trace_t   tr;
>  Ray_t ray;
>  ray.Init( Start , Ende );
>
>  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
>
> But than the trace dont get by walls and other stuff...
>
> I like to trace without hit anythink... only players... is there a way?
>
> Thanks for all help!
>
> With friendly reguards from Germany
>
> Ratman2000
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> __ NOD32 2385 (20070709) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] How to trace?

2007-07-09 Thread Ratman2000
Hello,

can you give me an example please?

Thanks!


With friendly reguards

Ratman2000

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 09, 2007 8:04 PM
Subject: RE: [hlcoders] How to trace?


> You can setup a complex trace filter to only have an allow list, which
would
> be that of players.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 12:13 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] How to trace?
>
> Hello,
>
> thanks thats a nice idea but its to many time thats needed so i get lags
> becouse i
> trace over the full map :/
> Is there no other way to trace and hit only players?
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ben Everett" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, July 09, 2007 7:02 PM
> Subject: RE: [hlcoders] How to trace?
>
>
> > Keep looping through the trace, and whenever you hit a wall or anything
> set
> > it to ignore that entity. This is done by setting up a trace filter (the
> > part where you are passing NULL).
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> > Sent: Monday, July 09, 2007 11:38 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] How to trace?
> >
> > Hello,
> >
> > im testing in my plugin how to trace from a position to another and
check,
> > if a player in this line.
> >
> > So i think:
> >
> > Start - End = Nothing
> > Start --- Player -- End = Player Hit!
> >
> > So i have tested:
> >
> > trace_t   tr;
> >  Ray_t ray;
> >  ray.Init( Start , Ende );
> >
> >  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
> >
> > But than the trace dont get by walls and other stuff...
> >
> > I like to trace without hit anythink... only players... is there a way?
> >
> > Thanks for all help!
> >
> > With friendly reguards from Germany
> >
> > Ratman2000
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > __ NOD32 2385 (20070709) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
> >
> > ___
> > 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
>
>
> __ NOD32 2386 (20070709) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
In the SDK code do a search for CTraceFilterSimple... you can use that to
work off of.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Monday, July 09, 2007 1:19 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] How to trace?

Hello,

can you give me an example please?

Thanks!


With friendly reguards

Ratman2000

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 09, 2007 8:04 PM
Subject: RE: [hlcoders] How to trace?


> You can setup a complex trace filter to only have an allow list, which
would
> be that of players.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 12:13 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] How to trace?
>
> Hello,
>
> thanks thats a nice idea but its to many time thats needed so i get lags
> becouse i
> trace over the full map :/
> Is there no other way to trace and hit only players?
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ben Everett" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, July 09, 2007 7:02 PM
> Subject: RE: [hlcoders] How to trace?
>
>
> > Keep looping through the trace, and whenever you hit a wall or anything
> set
> > it to ignore that entity. This is done by setting up a trace filter (the
> > part where you are passing NULL).
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> > Sent: Monday, July 09, 2007 11:38 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] How to trace?
> >
> > Hello,
> >
> > im testing in my plugin how to trace from a position to another and
check,
> > if a player in this line.
> >
> > So i think:
> >
> > Start - End = Nothing
> > Start --- Player -- End = Player Hit!
> >
> > So i have tested:
> >
> > trace_t   tr;
> >  Ray_t ray;
> >  ray.Init( Start , Ende );
> >
> >  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
> >
> > But than the trace dont get by walls and other stuff...
> >
> > I like to trace without hit anythink... only players... is there a way?
> >
> > Thanks for all help!
> >
> > With friendly reguards from Germany
> >
> > Ratman2000
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > __ NOD32 2385 (20070709) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
> >
> > ___
> > 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
>
>
> __ NOD32 2386 (20070709) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlcoders] How to trace?

2007-07-09 Thread Ratman2000
Hello,

thanks!

I have figured it out!

With friendly reguards

Ratman2000

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 09, 2007 8:34 PM
Subject: RE: [hlcoders] How to trace?


> In the SDK code do a search for CTraceFilterSimple... you can use that to
> work off of.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 1:19 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] How to trace?
>
> Hello,
>
> can you give me an example please?
>
> Thanks!
>
>
> With friendly reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ben Everett" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, July 09, 2007 8:04 PM
> Subject: RE: [hlcoders] How to trace?
>
>
> > You can setup a complex trace filter to only have an allow list, which
> would
> > be that of players.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> > Sent: Monday, July 09, 2007 12:13 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] How to trace?
> >
> > Hello,
> >
> > thanks thats a nice idea but its to many time thats needed so i get lags
> > becouse i
> > trace over the full map :/
> > Is there no other way to trace and hit only players?
> >
> > With friendly Reguards
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Ben Everett" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, July 09, 2007 7:02 PM
> > Subject: RE: [hlcoders] How to trace?
> >
> >
> > > Keep looping through the trace, and whenever you hit a wall or
anything
> > set
> > > it to ignore that entity. This is done by setting up a trace filter
(the
> > > part where you are passing NULL).
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> > > Sent: Monday, July 09, 2007 11:38 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] How to trace?
> > >
> > > Hello,
> > >
> > > im testing in my plugin how to trace from a position to another and
> check,
> > > if a player in this line.
> > >
> > > So i think:
> > >
> > > Start - End = Nothing
> > > Start --- Player -- End = Player Hit!
> > >
> > > So i have tested:
> > >
> > > trace_t   tr;
> > >  Ray_t ray;
> > >  ray.Init( Start , Ende );
> > >
> > >  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
> > >
> > > But than the trace dont get by walls and other stuff...
> > >
> > > I like to trace without hit anythink... only players... is there a
way?
> > >
> > > Thanks for all help!
> > >
> > > With friendly reguards from Germany
> > >
> > > Ratman2000
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > __ NOD32 2385 (20070709) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> > >
> > > ___
> > > 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
> >
> >
> > __ NOD32 2386 (20070709) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
> >
> > ___
> > 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:
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>
>
> __ NOD32 2386 (20070709) Information __
>
> This message was checked by NOD32 antivirus system.
> http://www.eset.com
>
>
>
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> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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