Hey, I have an issue with collision. Alright, I have a prop (model based) which has vphysics collision, it has it's own collisiongroup. I have another entity, a brush entity (like func_door) that moves, and again, has it's own collisiongroup.
ShouldCollide has all the necessary checks and whatnot, but when debugging, I've found that shouldcollide is never being tested, yet the door collides with the prop, and gets stopped; however, it's blocked function doesn't even get called! Anyone (valve in particular) have any idea why this is happening? My guess is that it's being blocked by vphysics inside the engine itself, before it even gets passed down to the mod, but I'm not sure, as no debug output _or_ devmessaging ever gets called when it collides. I've even tried putting breakpoints in the code that creates the blocker list, the blocker code doesn't even get called either, yet the door still stops. If I move the door away from the prop, it moves fully. Any ideas? -------------- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

