Thank you Kung, guess i messed up my DP... sorry for that

Quote Originally Posted by megazor View Post
You will be able to implement proper collision check if you manage to take out some trace functions from the game. Wish we had more than all those bullet-typed traces.
You are right, i tried to use as few as possible bullettraces for groundaligning and coldetection. The UN-vehicle mod for example uses like 20 traces (per single vehicle and each tenth of a second!), so i decided to use only 3 traces for the aligning stuff (since only 3 points of a vehicle are touching the ground on an uneven floor) and 2 crossed, direction and speed based traces for collision detection. I didnt found a better/faster way of achieving 'realistic' vehicle behaviour in cod2 yet.

FYI in cod players bounding volumes are represented as cylinders (thats why you can 'stay in the air' a certain distance on walledges) and the function physicsTrace() will check this volume as kind of a volumetrace. Maybe you can do something with it