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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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: hlcoders@list.valvesoftware.com 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