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

