You can't hit it with a trace if it's SOLID_NONE.  The collision group
thing should keep all other traces/physics from hitting it.  Players can
definitely walk through SOLID_BSP entities as long as their collision
groups don't collide.


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Knifa
> Sent: Friday, February 25, 2005 8:00 AM
> To: [email protected]
> Subject: Re: [hlcoders] Getting a trace to hit off a non solid entity
>
> It all works (and the way I had it before it worked too)
>
> I need to know how to get the trace to hit the entity even
> when it's NOT solid (with SOLID_NONE) It works if you make it
> SOLID_BSP, but a player can't walk through that and things can't move
>
> >>>But this doesn't work, it still hits it.
> >>>
> >>>
> >
> >So you also need a case for collision groups lower than the brush's
> >collision group:
> >     if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 ||
> >collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 )
> >             return false;
> >
> >
> >_______________________________________________
> >To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> >
> >
>
> --
> Knifa
> SourceForts
> http://knd.org.uk/sourceforts/
>
> _______________________________________________
> 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

Reply via email to