Quote:
Originally Posted by pokemonmaster
If the entity is solid, you can use trace line. Just like unstuck methods (I guess)
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Its kind a hard

Also i think entity is still needed with trace line...
now im having idea what sound crazy i know
PHP Code:
#pragma dynamic 8192
new chuckdata[8192][3]
if the plugin_precache is called then i create one entity what will do that
1. set entity origin[0] -4096 origin[1] -4096 origin[2] -4096
2. wait, when touch is called check entity classnames and stuff and if it is that entity then
3. chuckdata[origin[0]][0] = 1; chuckdata[origin[1]][0] = 1; chuckdata[origin[2]][0] = 1
4. set entity origin[0] -4095 origin[1] -4096 origin[2] -4096
...
so then just check is point touching like that
if( chuckdata[pointoriginZ][0] && chuckdata[pointoriginZ][1] && chuckdata[pointoriginZ][2] )
but the problem is that if i check all units in map with 100fps / 2 ( one frame will go to touch )
then time to take to complete this process is 491,52 sec ( 8 minutes )
so basically players need wait 8 minutes before they can play? : )
( why 100 fps?, because my local game ( where i test ) fps is 100, server will be more than 100fps i think.. )
is there native to check touch? ( then i can do this in loop )
edit:
@pokemonmaster
I find this here engfunc(EngFunc_TraceHull, origin, origin, 0, hull, id, tr)
it does not need angles and such stuff like normal trace need, i test it mayby youre right and it can be done with that.
also is it good to call this tracehull 60-100 time per sec?
EDIT2:
I did tried this but no luck
o1 is point entity origin
engfunc(EngFunc_TraceHull, o1, o1, 0, HULL_POINT, 0, t)
pn_print( 1, "%d :: %d", get_tr2(t, TR_StartSolid), get_tr2(t, TR_AllSolid) )
I just dont know how to use this : /
Little help guys? ;(
EDIT3: My entity is SOLID_TRIGGER