Welp, In order to make it not stop moving, I had to take it out of the hierarchy, soon as I did that it worked fine.
Also of note, when in hierarchy, I had to set the move angles 90 degrees different from where they should actually face, like the brushes were being rotated, without actually rotating. I guess the moveparent stuff as-is doesn't working well with brushes being attached to non-brush based entities. Now I have to add a bunch of stuff to cbaseentity so I can still establish the door as being a child, oh well. -------------- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com > -----Original Message----- > From: Tony "omega" Sergi [mailto:[EMAIL PROTECTED] > Sent: May 31, 2006 6:57 PM > To: [email protected] > Subject: RE: [hlcoders] collision issue > > Well I used that assert to step into andthrough the code, and it exists > shouldcollide saying not to, yet, it still stops; but the server.dll > Blocked > stuff isn't getting called. It returns from vphysics, then hits vphysics > again. > > Im going to quickly set the door to non-solid and see what happens,im > baffled. Unless vphysics.dll is overriding something somewhere. > > And yes, there is hierarchy here; the door's parent is the prop (which > should NEVER collide, according to the game code, but it's still colliding > in the engine somewhere!) > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

