-- [ Picked text/plain from multipart/alternative ] Is there any easy way to exclude player bounding boxes from physics collisions and collide with hitboxes only?
My problem is that projectiles in the crossbow bolt style collide with players' bounding boxes rather than their hitboxes. Not too noticible in HL2MP with the crossbow, but it's a big issue if you're trying to simulate bullets. I've got the code set up to determine whether the bullet would hit a hitbox or not from the touch function of the bullet entity. That works fine. However, by the time the touch function for an entity is called, it seems to have already 'touched' in that it refuses to continue moving, regardless of what is done to its solid state and such. I want to ignore that collision and let the bullet continue through the outer bounding box of the player as if it were non solid. I'm pretty sure that this can be done with some (non-trivial) changes to the collision code in the SDK, but I want to make sure there isn't a simple way to do it before I go and make a mess. Some kind of function to either remove a collision from the active 'list' or to intercept collision events before they actually reach the point where they affect movement would be perfect. The bullet entity is set as: MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM, and SOLID_BBOX. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

