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Detecting Void


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Bad_Bud
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Old 01-17-2007 , 01:46   Re: Detecting Void
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Quote:
Originally Posted by XxAvalanchexX View Post
draw a trace from its old destination (pre-gravity) to its new destination (post-gravity) and see if it hit something.
??????????
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Bad_Bud
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Old 01-17-2007 , 01:31   Re: Detecting Void
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...You want to trace a parabola?
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XxAvalanchexX
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Old 01-17-2007 , 01:34   Re: Detecting Void
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No.
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Bad_Bud
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Old 01-17-2007 , 01:37   Re: Detecting Void
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Well, I mean, wouldn't you have to if you were running a trace from it's origin to it's possible peak?
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XxAvalanchexX
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Old 01-17-2007 , 01:43   Re: Detecting Void
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Why are you running a trace from its origin to its possible peak?
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XxAvalanchexX
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Old 01-17-2007 , 01:48   Re: Detecting Void
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Every think, store its origin before you apply gravity, then store its origin after you apply gravity, and draw a traceline between the two, to see if you ran into something. Because you could move multiple units per think, simply checking point contents could have you flying through thin walls.
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Bad_Bud
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Old 01-17-2007 , 01:49   Re: Detecting Void
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So you are tracing along the parabolic curve...? At least I'm not completely wrong.
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stupok
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Old 01-17-2007 , 02:06   Re: Detecting Void
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You have two points every "think" cycle. One is before you add gravity, one after you add gravity. You perform a traceline between the two points to determine if there is something between the points.

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Bad_Bud
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Old 01-17-2007 , 02:08   Re: Detecting Void
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But the end effect is a trace across the entire parabolic curve of motion... unless you're starting in void and heading down from there. I was assuming you started from a launch position on the ground, went up, and came back down.
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VEN
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Old 01-17-2007 , 06:19   Re: Detecting Void
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To avoid tracing/content checking you could just restore movetype back to its original movetype (one of the HL standard) when projectile is leave the sky. The custom movetype needed only for the sky part.

Last edited by VEN; 01-17-2007 at 06:23.
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