-- [ 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 > > > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

