Except that it doesn't work, our vehicles drive straight through them. > 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 >>> >>> >>> _______________________________________________ >>> 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 >> >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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