You can get the vector position of the point of collision in a
trace_t, it's tracename.endpos
On 6/15/06, John Sheu [EMAIL PROTECTED] wrote:
Are there any model traces that give the actual point of collision,
instead of just the 0.0f-1.0f value in a trace_t?
IPhysicsCollision::TraceCollide()
Sorry for posting another time, but still don't work, i need some help with
this, if someone can help me.
Please, i need some help with this, any idea?
I don't know if this is correct (don't work). I use it in the
BuildTransformations Code with boneSimulated[i]=true for
i=(Arrayoftargetbones);
Are there any model traces that give the actual point of
collision, instead of just the 0.0f-1.0f value in a trace_t?
IPhysicsCollision::TraceCollide() seems like a good
candidate, but not quite, as it doesn't give me the point of
intersection.
If you're talking about a ray trace, then the
A better way to do this is to increase the size of the surrounding box
for the player. You will want to call this in your player spawn
function:
CollisionProp()-SetSurroundingBoundsType( USE_HITBOXES );
The collision property will then update the absbox whenever the entity's
angles, position or
Something very simple you should check (if you haven't already), load
up the player model in model viewer and take a look at the hitboxes.
Make sure the head hitbox matches is the right size and in the right
position, it could be the cause of your problems and is very easy to
fix
On 6/13/06, JG
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We are all waiting for it, till then we are stuck with rotting code.
On 6/14/06, Michael Davidov [EMAIL PROTECTED] wrote:
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Will the SDK be updated any time soon to incorporate the latest
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Ive had this issue so I compile models to Half-Life 2 instead of my mod
which is currently using the updated engine that doesnt work.
On 5/25/06, Tony omega Sergi [EMAIL PROTECTED] wrote:
I didn't bother trying out the beta engine because of
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