--
[ Picked text/plain from multipart/alternative ]
Maybe someone could explain this to me...
Adding the following to CCollisionEvent::ShouldCollide()
if ( pEntity1->IsPlayer() || pEntity0->IsPlayer() )
{
Msg("1 Entity classname: %s\n", pEntity0->GetClassname());
Msg("2 Entity classname: %s\n", pEntity1->GetClassname());
}
This should give a nice list of all entities colliding with the player.
However, I'm getting entities listed which aren't even colliding with the
player and are at least 100 units away...
On 9/16/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Because there's no SetCollisionGroup(COLLISION_GROUP_PLAYER_MOVEMENT)..
> Only a big list of traceray, traceline, traceentity, etc....
>
>
>
> On 9/15/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> >
> > Having a collision group per team is probably the simplest solution. I
> > don't understand why you can't replace uses of
> > COLLISION_GROUP_PLAYER_MOVEMENT with a new group.
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Friday, September 15, 2006 12:21 PM
> > To: [email protected]
> > Subject: Re: [hlcoders] Forcefield which only lets through based on team
> >
> > --
> > [ Picked text/plain from multipart/alternative ] That is harder then it
> > seems... You can only override CBaseEntity::ShouldCollide( int
> > collisionGroup, int contentsMask ) const.
> > I can't smell with only these 2 variables on which the team the
> > colliding entity is...
> >
> > Overriding this function in the player-class is no use. It often doesn't
> >
> > get called... Instead the entity seems to collide with
> > COLLISION_GROUP_PLAYER_MOVEMENT.
> >
> > Making a new collisiongroup per team is also a bit useless considering I
> > can't check these in the player-class considering
> > COLLISION_GROUP_PLAYER_MOVEMENT comes from lots of tracelines... ( I
> > can't replace COLLISION_GROUP_PLAYER_MOVEMENT with new collisiongroups)
> >
> > On 9/15/06, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
> > >
> > > Make an entity that has a custom ShouldCollide function, and if the
> > > team the forcefield is on matches the team of the player touching it,
> > > return false.
> > >
> > > --------------
> > > -- omega
> > > Heroes of Excelsior
> > > http://www.heroesofexcelsior.com
> > > Blackened Interactive
> > > http://www.blackened-interactive.com
> > > > -----Original Message-----
> > > > From: Robbie Groenewoudt [mailto:[EMAIL PROTECTED]
> > > > Sent: September 15, 2006 4:53 AM
> > > > To: [email protected]
> > > > Subject: [hlcoders] Forcefield which only lets through based on team
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > *bump*
> > > >
> > > > I'd like to want a combine forcefield that only lets NPC/players
> > > > through based on team.
> > > > Any know how to manage this in the code?
> > > >
> > > > Robbie
> > > > --
> > > >
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