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Member
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12-12-2008
, 19:55
Re: Model collision with world
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#2
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Bump? o.0
I never got a response to this and am still having problems with this type of thing. When I set the bounding box of something, the 'maxs' half of it is totaly ignored as if it assumes them to be 0. If anyone has a solution to this it would be greatly appreciated.
new Float:mins[3] = {-50.0, -50.0, -50.0}
new Float:maxs[3] = {50.0, 50.0, 50.0}
engfunc(EngFunc_SetSize, entid, mins, maxs)
The bounding box appears to be the proper size when running around the entity, since you can collide with the bounding box as a player in the places that you should. yet when you try to move the entity with velocity, it will only collide on the 'mins' half of the bounding box and assume the 'maxs' is 0,0,0
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