Found the error, I didn't set the collision group of the forcefield. Still don't understand why not setting the collision group would have different behavior between server and client, but oh well :)
> 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

