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Cuboid collision hull... #188078
03/12/08 09:46
03/12/08 09:46
Joined: Nov 2007
Posts: 50
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Chaeon Offline OP
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Chaeon  Offline OP
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how do i get my actor's USE_BOX trace to whack out a cuboid "ray" instead of taking my bounding box and helpfully making an ellipsoid based on its extremities?

thats what seems to be happening, anyway

c_trace seems to return a slightly lower number when it strikes a block at a point offset from the vectorfrom, vectorto line, when using USE_BOX


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Re: Cuboid collision hull... [Re: Chaeon] #188079
03/12/08 20:18
03/12/08 20:18
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Chaeon Offline OP
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Chaeon  Offline OP
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no wait c_trace returns a higher number not a lower number. like when my actor's foot is only just resting on the block, on its very edge.


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Re: Cuboid collision hull... [Re: Chaeon] #188080
03/12/08 21:57
03/12/08 21:57
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Posts: 4,264
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Nems Offline

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Nems  Offline

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Ent_create a 'cuboid' box at the pos you want the trace to origunate from then use that to trace.

Re: Cuboid collision hull... [Re: Nems] #188081
03/13/08 08:29
03/13/08 08:29
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Chaeon Offline OP
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Chaeon  Offline OP
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does that mean use an invisible map entity snapped to the actor for colliding with stuff? whether or not thats what you mean i'll give it a go so thanks


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Re: Cuboid collision hull... [Re: Chaeon] #188082
03/13/08 22:23
03/13/08 22:23
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Nems Offline

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Nems  Offline

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Easier with a model.

Re: Cuboid collision hull... [Re: Nems] #188083
03/14/08 03:26
03/14/08 03:26
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Chaeon Offline OP
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Chaeon  Offline OP
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umm excuse my ignorance but my whole problem is that the default shape for collision of a model can be seen to be a box when i press f11 twice, but seems to act like an oval when i c_trace with USE_BOX. i just want a plain old box. how would tracing from another model resolve this?


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