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!)
>


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