I'm finalizing my forcefield code, which is working now for players,
bullets, and grenades. Unfortunately I can't get vehicles to be blocked by
the forcefield. I think this is because vehicles are completely physics
simulated and don't use solid. I have other objects like the grenades that
are physics simulated, but their trace is called from the gameplay code,
so I can add a tracefilter there.

Is it possible to specify a tracefilter for the vehicle sweeps somewhere?
If not, are there other mechanisms that would allow me to have a vehicle
clip brush? (only vehicles, no players etc).

At the moment, the only way to block vehicles is to create a vphysics
object explicitly on the forcefield ( like if it was a prop_physics ), but
that has all kind of unwanted sideeffects ( errors on physics penetration,
and more importantly, players getting catapulted when they walk through
the forcefield ).

Thanks for your help,

-- Maarten


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