TraceLine (Ignore all ents?)
Hi, Is there a way to ignore more than 1 ent with traceline.
I dont want the trace to have any collisions. Or is there a way to fake a traceline? Thanks. |
Re: TraceLine (Ignore all ents?)
EngFunc_TraceLine with IGNORE_MONSTERS ?
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Re: TraceLine (Ignore all ents?)
Perhaps you should explain what you are trying to do, besides, why do you want to ignore the entities since the purpose of the TraceLine is completely reverse? You can try using a while.
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Re: TraceLine (Ignore all ents?)
One of the possible solutions is to create multiple tracelines. One trace line hits something, than another starts, etc.
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Re: TraceLine (Ignore all ents?)
Im making a 3rd person camera, and when i get the aim origin using traceline then converting it into angles to the camera entity, but when the traceline collides with anything it makes the view "flicker" because it corrects itself according to terrain (collisions) that is in ur aim.
And i don't know any other method of getting accurate aim origin without traceline. I basically need an origin in the aim direction, but with predefined length of it. Sorry if i explained it shitty. Quote:
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Re: TraceLine (Ignore all ents?)
Then, that's exactly what you need.
https://forums.alliedmods.net/showpo...6&postcount=15 |
Re: TraceLine (Ignore all ents?)
Quote:
i tried TE_BEAMPOINTS, it was all over the place. I think only way might be traceline, sadly enough. |
Re: TraceLine (Ignore all ents?)
Serious? Maybe it's the maximum distance you've set. Try with a low value (40-200) because a bug occurs in the calculation of the velocity_by_aim if the second parameter is high. Also, if you are using this code on an entity, it may not work because of the view_ofs.
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Re: TraceLine (Ignore all ents?)
Quote:
Didnt know there was a limit to VelocityByAim, but now i learn it:) I guess its better with accuracy rather than smoothness. Thanks. |
Re: TraceLine (Ignore all ents?)
OneEyed have a custom 3d camera, maybe can help you.
https://forums.alliedmods.net/showthread.php?t=65427 |
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