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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

