• ents.FindInBox Inconsistent
    4 replies, posted
I am using ents.FindInBox to select all entities within my mouse pressed and mouse released vectors. Currently this looks like: [lua] function GM:GUIMousePressed( mc, vec ) local tr = util.QuickTrace( LocalPlayer():GetShootPos(), vec * 10000, LocalPlayer() ) MP = tr.HitPos end function GM:GUIMouseReleased( mc, vec ) local tr = util.QuickTrace( LocalPlayer():GetShootPos(), vec * 10000, LocalPlayer() ) MR = tr.HitPos end function SelectEnt( MP, MR ) for k, v in pairs( ents.FindInBox( MP, MR ) ) do table.insert( SelectedEnts, v ) end return SelectedEnts end [/lua] This is just a basic recreation of my code. ents.FindInBox works perfectly about 75% of the time. The other 25% it blatantly ignores entities within the mouse press and release vectors. Sometimes it selects entities outside of the vectors as well. If I select a single entity, rather than dragging my mouse for multiple entities, it works 100% of the time. Thanks for any help or solutions you can provide.
Just in case you don't know, the 'box' will not rotate, it will always stay aligned to the X and Y axises.
[QUOTE=Robotboy655;44299808]Just in case you don't know, the 'box' will not rotate, it will always stay aligned to the X and Y axises.[/QUOTE] This is my third day tinkering with LUA, so unfortunately I failed to realize this. Is there any way to make a selection box that can rotate?
[QUOTE=Charades;44299981]This is my third day tinkering with LUA, so unfortunately I failed to realize this. Is there any way to make a selection box that can rotate?[/QUOTE] No. But you can use spheres.
[QUOTE=Robotboy655;44300584]No. But you can use spheres.[/QUOTE] Alright thanks for the clarification and help.
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