You could do it by creating a new collision group for your energy
sheilds, and then putting rules in place in the
GameRules::ShouldCollide (i think?) function so players don't collide
with it.

On 1/6/07, Daniel Menard <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Is it at all possible to "hot-swap" VPhysics Objects in the middle of
simulation depending on what is being collided against? Say for energy
shields, where we want players to go through, but other objects to hit the
shield. We could also use it for performance boosting our vehicles by having
a world-collide model which would be much simpler than the player-collide
model. Are these swaps possible? If not, could it be done by somehow
simulating two objects for the same entity with different collision groups?
Something along these lines would be useful and I would like everyone (and
Valve's) insight on the problem.
--

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