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[ Picked text/plain from multipart/alternative ]
Anyway, in short:

I want to have a combine forcefield that only lets NPC/Players through based
on team. SourceForts also has something like this.

On 9/9/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Maybe I shouldn't code when tired...
> Anyway, a better message here.
>
> The function ShouldCollide() checks which entities should collide and
> which should not. The ShouldCollide() in the gamerules and other classes is
> called by CCollisionEvent::ShouldCollide(). However, it seems not to work
> for all entities and I can't figure out why...
>
> For example: I've added
> if ( pEntity0->IsNPC() || pEntity1->IsNPC() )
>         return 0;
>
> To CCollisionEvent::ShouldCollide(), after the if ( pEntity0 == pEntity1
> ). This would theoretically make nothing collide with NPCs. However, the
> result is different. My Combine balls don't collide with NPCs (like it
> should), however, things like func_brush, grenades and ammoboxes do. Players
> too. Even the world does (I thought that the vphysics bug, where everything
> falls through the floor, was due a problem in ShouldCollide())
>
> Any idea why isn't working good?
>
>
> On 9/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > Hey,
> >
> > I was wondering, is there a something similiar to ShouldCollide() for
> > players & NPCs?
> > For example, I'd like to add an entity that collides with players/NPCs
> > based on team.
> >
> > Robbie
> >
>
>
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