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shooting passable entities #397455
03/19/12 13:37
03/19/12 13:37
Joined: Feb 2007
Posts: 146
UK
robertbruce Offline OP
Member
robertbruce  Offline OP
Member

Joined: Feb 2007
Posts: 146
UK
Hello,

Does anyone have a working example of using c_trace with passable entities. I would like to create a ghost like game wheere you cab shoot the ghosts but obviously they can pass through objects.

ACTIVATE_SONAR does work to some extent but even when leaving out the ignore passable and passents I cannot get the trace to work.

would appreciate any help.

thanks,

Rob

Re: shooting passable entities [Re: robertbruce] #397463
03/19/12 14:33
03/19/12 14:33
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Check if the c_trace hits something directly at the origin, such as the player or the (passable?) weapon.
If that didn't help, a simple solution would be to move the ghosts manually (manipulate their xyz-position) instead of using c_move. Alternatively, you could iterate over all (or just the ghost) entities and reset their passable flag, then c_trace and set it again.


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Re: shooting passable entities [Re: Superku] #397800
03/23/12 16:58
03/23/12 16:58
Joined: Feb 2007
Posts: 146
UK
robertbruce Offline OP
Member
robertbruce  Offline OP
Member

Joined: Feb 2007
Posts: 146
UK
thanks, I've managed a workaround and have used your axis movement as well

Re: shooting passable entities [Re: robertbruce] #397847
03/24/12 07:32
03/24/12 07:32
Joined: Feb 2012
Posts: 3
K
kuro Offline
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kuro  Offline
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