There is a vehicle clip brushbased entity in HL2MP -- func_vehicleclip
:)
[EMAIL PROTECTED] wrote:
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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