Well no, I'm applying my tracefilter to the movement traces of the player. It traces against the world & all entities, and I assumed that for each entity it touched the engine calls ShouldHitEntity. ( I still think it does, since client side it does call ShouldHitEntity for my forcefield ). But serverside it does not call ShouldHitEntity for the forcefield, only (and always) for the player.
> 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 >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

