I'm sitting here unsure of how to go about this.
I've tried adding the world to the filter list ( GetWorldEntity ) as well mixing various bitmasks on the mask property, but have been unable to figure out a way to do this.
To clarify: I want to trace but not hit the world.
Don't think it's possible.
Maybe you could trace until you hit the world, then use [b][url=http://wiki.garrysmod.com/?title=Util.PointContents]Util.PointContents [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b] at regular intervals until you hit either an entity or open air(and then start another trace)? That's basically doing a trace manually.
Also I hear it's possible to start a regular trace inside the outside the world (in the solid part) and have it continue in?
This refers to FractionLeftSolid and StartSolid : [url]http://wiki.garrysmod.com/?title=TraceRes[/url]
Yeah, I'd definitely take a look at FractionLeftSolid
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