Hm....my attempts to change the collision rules don't seem to change
anything. I set my projectile up as follows:

pBullet->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
pBullet->SetCollisionGroup(COLLISION_GROUP_PROJECTILE );

Then in ShouldCollide() in both the sdk_gamerules.cpp and in
gamesrules.cpp I set it to always return false if one of the objects in
the collision is of COLLISION_GROUP_PROJECTILE.

However, my projectiles collide with everything. I tried changing to
AddSolidFlags( FSOLID_NOT_SOLID ); but still, they collide with everything.

very confused,
suicide

Jay Stelly wrote:

COLLISION_GROUP_NONE is the default collision group.  These collide with
everything.  Other collision groups have special rules.  E.g.
COLLISION_GROUP_DEBRIS doesn't collide with other
COLLISION_GROUP_DEBRIS.

In the end, collision group is simply an id.  The behavior of it is
controlled by the mod's implementation of gamerules' ShouldCollide()
function.  In there you specific whether any pair of collision groups
collides with each other.  So you can make it do anything you want.

If you don't want an entity to have any collision, you set the solid
flag FSOLID_NOT_SOLID.
AddSolidFlags( FSOLID_NOT_SOLID );




-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Hasan Aljudy
Sent: Friday, January 07, 2005 8:37 PM
To: [email protected]
Subject: Re: [hlcoders] Movetypes and CollisionTypes

I don't know what's the deal with collision groups, but it
seems when you put COLLISION_GROUP_NONE in a traceline it
hits everything :/

On Fri, 07 Jan 2005 18:09:35 -0800, SuicideCommando
<[EMAIL PROTECTED]> wrote:


I'm trying to model bullets as projectiles. I based my bullet class
off of CBaseEntity. I can get them to move correctly, but


I'm having


trouble with the collisions. I set the bullets as SetMoveType(
MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
SetCollisionGroup(COLLISION_GROUP_NONE);
thinking they would fly as projectiles, but not have any collisions
set up. Instead, they fly straight thru the ground on the test map,
but stick to objects (the hills and rocks). Anyone know why


it's doing this?


thanks,
suicide

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