Hey,

I believe there is a team filter entity in Half-Life 2 Deathmatch that
finds the players team, and has outputs if the player that touches it is
a certain team. Im sure it would help you :)

[EMAIL PROTECTED] wrote:
Hey all!

I'm trying to work on our forcefields which basically blocks players from
all teams but one. I've implemented a custom tracefilter. Atm I'm doing
tests with the passed entities classname (rude, I know, just testing), but
I'm running into a bit of a problem.

Clientside everything works fine, whenever I'm running into the forcefield
the classname is the classname of my entity. However, serverside, no
matter what I run into (world, cars, other objects, forcefield), it seems
the entity handle passed to the

ShouldHitEntity(
IHandleEntity *pServerEntity,
int contentsMask
)

function is always the player. Anyone here with more information on why
this could be the case?

Ingame I hit the object smoothly without the filter and I "shake" along it
when I enable the filter, which shows me it works as wanted clientside but
not serverside.

Thanks for any help,

-- Maarten


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