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
>>>
>>>
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>>>
>>>
>>>
>>>
>>
>>
>>
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>>
>>
>>
>
>
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