Put func_fortsite in a special collision group and set up a relationship
in gamerules::ShouldCollide() that makes it collide with specific other
collision groups:

        func_fortsite is either COLLISION_GROUP_FORTSITE_TEAM1 or
COLLISION_GROUP_FORTSITE_TEAM2.

        player weapons are either COLLISION_GROUP_TEAM1_WEAPON or
COLLISION_GROUP_TEAM2_WEAPON.

Then ShouldCollide() can do:
        if ( collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM1 ||
collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM2 )
        {
                if ( collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM1
&& collisionGroup1 == COLLISION_GROUP_TEAM2_WEAPON )
                        return true;
                if ( collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM2
&& collisionGroup1 == COLLISION_GROUP_TEAM1_WEAPON )
                        return true;
                return false;
        }

If you need to control specific weapons, then only put those specific
weapons' tracelines into the collision group.  Note that the weapon
group isn't on the entity, but passed in to the UTIL_TraceLine() call.
The fortsite group goes on the entity.



> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Knifa
> Sent: Thursday, February 24, 2005 2:25 PM
> To: [email protected]
> Subject: [hlcoders] Getting a trace to hit off a non solid entity
>
> Hi all.
>
> I've made a new brush entity called func_fortsite, when a
> player from the other team of who's fort site this is tries
> to fire a weapon
> (weapon_freezer) while in this brush, it should stop.
>
> Right now, I have it using flags and it works all well while
> the Solid Type is SOLID_BSP, but I want it so that you can
> still move objects/players in this When it's at SOLID_NONE,
> the trace doesn't hit it, so it doesn't work.
>
> Does anyone know what I could do, or if there's another way I
> could do it?
>
> Thanks.
>
> -Daniel Callander
>
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