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: 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


 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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 http://www.eset.com



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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: 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



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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: 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
 
 
 
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  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: 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
 


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 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: 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
  
  
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   http://www.eset.com
  
  
  
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  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
 
 
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 please visit:
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