[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
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
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
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
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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: 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
Re: [hlcoders] How to trace?
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: > 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders