Talk:$hbox: Difference between revisions
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how to find out which hitbox got hit?<br> | how to find out which hitbox got hit?<br> | ||
something like a function which output the hitbox ID --[[User:AUserofSourceSDK|Pfannkuchen]] 22:05, 28 February 2010 (UTC) | something like a function which output the hitbox ID --[[User:AUserofSourceSDK|Pfannkuchen]] 22:05, 28 February 2010 (UTC) | ||
:ok, found the solution myself | |||
trace_t tr; | |||
UTIL_TraceLine( vecStart, vecStop, MASK_ALL, pPlayer, COLLISION_GROUP_NPC, &tr ); | |||
tr.hitbox; | |||
tr.hitgroup; | |||
: --[[User:AUserofSourceSDK|Pfannkuchen]] 15:53, 17 March 2010 (UTC) |
Revision as of 08:53, 17 March 2010
Removing hitboxes with an Override Parameter?
I'm injecting models server-side for decorative purposes only, and although spawnflag 4 is set (debris, no collision), the model's hitbox is still blocking bullets. Is there a simple way to disable or remove a hitbox through an override parameter instead of recompiling the model? --Darkhand 12:32, 5 Dec 2008 (PST)
- Injecting how? A server plugin? --TomEdwards 14:17, 5 Dec 2008 (PST)
- Correct, using Stripper: Source which can modify existing and add entities server-side. Any flag or parameter that can be added to an entity in Hammer can be done with the plugin. My guess would be to add an override parameter entry to modify the .qc and remove or nullify the hitbox, but I'm not quite sure what that entry would look like. --Darkhand 16:49, 5 Dec 2008 (PST)
coding
how to find out which hitbox got hit?
something like a function which output the hitbox ID --Pfannkuchen 22:05, 28 February 2010 (UTC)
- ok, found the solution myself
trace_t tr; UTIL_TraceLine( vecStart, vecStop, MASK_ALL, pPlayer, COLLISION_GROUP_NPC, &tr ); tr.hitbox; tr.hitgroup;
- --Pfannkuchen 15:53, 17 March 2010 (UTC)