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
>
>
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