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TraceLine (Ignore all ents?)


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SkumTomteN
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Join Date: Oct 2013
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Old 01-02-2018 , 13:06   TraceLine (Ignore all ents?)
Reply With Quote #1

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.
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E1_531G
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Old 01-02-2018 , 15:50   Re: TraceLine (Ignore all ents?)
Reply With Quote #2

EngFunc_TraceLine with IGNORE_MONSTERS ?
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CrazY.
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Old 01-03-2018 , 05:08   Re: TraceLine (Ignore all ents?)
Reply With Quote #3

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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Last edited by CrazY.; 01-03-2018 at 05:08.
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NiHiLaNTh
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Old 01-03-2018 , 06:47   Re: TraceLine (Ignore all ents?)
Reply With Quote #4

One of the possible solutions is to create multiple tracelines. One trace line hits something, than another starts, etc.
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SkumTomteN
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Old 01-03-2018 , 12:44   Re: TraceLine (Ignore all ents?)
Reply With Quote #5

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:
Originally Posted by NiHiLaNTh View Post
One of the possible solutions is to create multiple tracelines. One trace line hits something, than another starts, etc.
Do you have example code?.
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Last edited by SkumTomteN; 01-03-2018 at 12:46.
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CrazY.
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Old 01-03-2018 , 13:08   Re: TraceLine (Ignore all ents?)
Reply With Quote #6

Then, that's exactly what you need.
https://forums.alliedmods.net/showpo...6&postcount=15
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Last edited by CrazY.; 01-03-2018 at 13:11.
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SkumTomteN
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Old 01-04-2018 , 04:31   Re: TraceLine (Ignore all ents?)
Reply With Quote #7

Quote:
Originally Posted by CrazY. View Post
Then, that's exactly what you need.
https://forums.alliedmods.net/showpo...6&postcount=15
Doesnt get aim origin.

i tried TE_BEAMPOINTS, it was all over the place.

I think only way might be traceline, sadly enough.
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CrazY.
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Old 01-04-2018 , 05:03   Re: TraceLine (Ignore all ents?)
Reply With Quote #8

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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Last edited by CrazY.; 01-04-2018 at 05:05.
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SkumTomteN
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Old 01-04-2018 , 05:28   Re: TraceLine (Ignore all ents?)
Reply With Quote #9

Quote:
Originally Posted by CrazY. View Post
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.
I see, well, didnt work as i expected, the camera is even more unaccurate now because the aim has a static distance..

Didnt know there was a limit to VelocityByAim, but now i learn it

I guess its better with accuracy rather than smoothness.



Thanks.
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Last edited by SkumTomteN; 01-04-2018 at 05:39.
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CrazY.
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Old 01-04-2018 , 05:42   Re: TraceLine (Ignore all ents?)
Reply With Quote #10

OneEyed have a custom 3d camera, maybe can help you.

https://forums.alliedmods.net/showthread.php?t=65427
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Last edited by CrazY.; 01-04-2018 at 05:42.
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