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Solid entity with negative z origin at spawn


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ot_207
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Join Date: Jan 2008
Location: Romania The Love Country
Old 07-13-2010 , 14:52   Re: Solid entity with negative z origin at spawn
Reply With Quote #11

Quote:
Originally Posted by joropito View Post
Ok, I understand.
You want to avoid the trace to touch the entity.

Just to let you know, mins[2] = 0.0 (the origin is not centered)

I'll try to trace from a few units below.
Nope I just want the entity to be above the ground. That is why I have take the mins and added them to the origin. Basically I just make the entity go higher. By preventing the touch with the ground this way maybe it will work.
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joropito
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Old 07-13-2010 , 14:59   Re: Solid entity with negative z origin at spawn
Reply With Quote #12

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Originally Posted by ot_207 View Post
Nope I just want the entity to be above the ground. That is why I have take the mins and added them to the origin. Basically I just make the entity go higher. By preventing the touch with the ground this way maybe it will work.
Got it now.

I'll test tonight.
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ot_207
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Old 07-13-2010 , 15:00   Re: Solid entity with negative z origin at spawn
Reply With Quote #13

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Originally Posted by joropito View Post
Got it now.

I'll test tonight.
Ok, hope it works!
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joropito
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Old 07-13-2010 , 17:55   Re: Solid entity with negative z origin at spawn
Reply With Quote #14

Ok, here's the status

MOVETYPE_TOSS or drop_to_floor or DropToFloor
Same error
I've checked and there's no touch to world when it's droped by engine.

traceline to floor then origin[2] = tracehit[z] + mins[z]
Same error

traceline to floor then origin[2] -= 50.0 (original origin minus 50 units to let it touch the floor)
No error (the traceline was just to check if some kind of trace will broke things but it's useless here)


So, setting the origin directly it's fine. The problem is how to find the origin on floor without affecting entity solid behaviour.

What I'm doing is, at init:

- find random info_player_(start|deathmatch)
- remove that entity
- create info_target on same origin
- drop info_target to floor
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ot_207
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Old 07-13-2010 , 18:56   Re: Solid entity with negative z origin at spawn
Reply With Quote #15

Quote:
Originally Posted by joropito View Post
Ok, here's the status

MOVETYPE_TOSS or drop_to_floor or DropToFloor
Same error
I've checked and there's no touch to world when it's droped by engine.

traceline to floor then origin[2] = tracehit[z] + mins[z]
Same error

traceline to floor then origin[2] -= 50.0 (original origin minus 50 units to let it touch the floor)
No error (the traceline was just to check if some kind of trace will broke things but it's useless here)


So, setting the origin directly it's fine. The problem is how to find the origin on floor without affecting entity solid behaviour.

What I'm doing is, at init:

- find random info_player_(start|deathmatch)
- remove that entity
- create info_target on same origin
- drop info_target to floor
Well, in this case I think that you should try to create some different bounding boxes for the entities. If it works with origin[2] -= 50; Then set the max[2] +=50; I do not know what to say more.
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joropito
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Old 07-13-2010 , 19:01   Re: Solid entity with negative z origin at spawn
Reply With Quote #16

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Originally Posted by ot_207 View Post
Well, in this case I think that you should try to create some different bounding boxes for the entities. If it works with origin[2] -= 50; Then set the max[2] +=50; I do not know what to say more.
That 50.0 was just for de_dust.
I've tried to drop the entity to floor using velocity, same error.

I guess I will talk with Gabe Newel
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Seta00
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Old 07-13-2010 , 19:06   Re: Solid entity with negative z origin at spawn
Reply With Quote #17

Quote:
Originally Posted by joropito View Post
That 50.0 was just for de_dust.
I've tried to drop the entity to floor using velocity, same error.

I guess I will talk with Gabe Newel
Here, have this: http://steamcommunity.com/id/gabelogannewell/
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joropito
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Old 07-13-2010 , 19:27   Re: Solid entity with negative z origin at spawn
Reply With Quote #18

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Originally Posted by Seta00 View Post
You're so funny

Again, I've tried another thing, using necro's blockmaker, I spawned a block, then using EntMod dropped to floor.
Same problem in same locations of map.

I will find another way to get the correct origins and then spawn in final locations.

Thanks to all.
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Leon M.
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Join Date: Apr 2009
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Old 07-14-2010 , 02:35   Re: Solid entity with negative z origin at spawn
Reply With Quote #19

Quote:
Originally Posted by joropito View Post
The problem is, the entity is solid but when you walk over the entity, it seems like you get partially blocked. You can continue walking but is not smooth.
You could use SOLID_TRIGGER, MOVETYPE_TOSS (drop to floor) and set the velocity.

PHP Code:
                    engfunc(EngFunc_SetOriging_iEntityg_fSpawnOrigin)
                    
set_pev(g_iEntitypev_solidSOLID_TRIGGER)
                    
set_pev(g_iEntitypev_movetypeMOVETYPE_TOSS)
                    
set_pev(g_iEntitypev_velocity, {0.00.0, -20.0})
                    
set_pev(g_iEntitypev_avelocity, {0.00.00.0}) 
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joropito
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Old 07-14-2010 , 08:30   Re: Solid entity with negative z origin at spawn
Reply With Quote #20

Quote:
Originally Posted by Leon M. View Post
You could use SOLID_TRIGGER, MOVETYPE_TOSS (drop to floor) and set the velocity.

PHP Code:
                    engfunc(EngFunc_SetOriging_iEntityg_fSpawnOrigin)
                    
set_pev(g_iEntitypev_solidSOLID_TRIGGER)
                    
set_pev(g_iEntitypev_movetypeMOVETYPE_TOSS)
                    
set_pev(g_iEntitypev_velocity, {0.00.0, -20.0})
                    
set_pev(g_iEntitypev_avelocity, {0.00.00.0}) 
SOLID_TRIGGER will not let you walk over the entity. You will pass through it.
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