I should add that I did see the COLLISION_GROUP_VEHICLE_CLIP collision group, but setting my objects collision group to that does not do anything for me.
> 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

