#Instead of GetOrigin here, as you have

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quiet temple
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This results in the same output. No humans detected.

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Lots of vests etc equipped to those humans though frustratingly.

buoyant night
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Can you try with characters spawned from GM?

quiet temple
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Okie dokie.
It does the same thing, but detects more. So more vests, heads, rifles etc. It scales with the number of people I spawn in.

buoyant night
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try adding queryFlags : (EQueryEntitiesFlags.DYNAMIC | EQueryEntitiesFlags.NO_PROXIES) to the query

quiet temple
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That removes all the vests etc. (Still getting the equipment strewn on the floor like the RPGs, which is fine.) Most importantly, still no players. Do you think it is to do with the script running in a subclass of MuzzleEffectComponent?

buoyant night
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No

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Use TracePosition instead I guess

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Weird though

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I would guess, perhaps you made Characters non traceable by modifying them by accident

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Go to the Entity props in world editor of the characters

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See if the traceable flag is enabled for example

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Or check if you disable such things from your own scripts

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Or mess with physical interaction flags on them

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Could you share your script files?

quiet temple
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I'm just walking the dog so I'll sift through that when I am back and provide the add-on source files. Where would I find the traceable flag?

quiet temple
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They are definitely still traceable. I've attached a zip file of my addon if you would please have a look. Thank you for your help so far, Mario.

buoyant night
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This is your problem

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That is the same as this

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Do not miss the {} scopes

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That works for me

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@quiet temple

quiet temple
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LEGEND!

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What a boss. I think the wiki might need updating as there is a section on "Do's and Don'ts" that recommended I remove the scope braces.

@buoyant night thank you so much!

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Just tried it and it works on my end.

buoyant night
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It's the same as without scopes

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but in your case you had more than two expressions

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So, the second one was out