If the ragdoll is client-side and the prop is server side you won't get
a collision unless you make the prop or the ragdoll client/server.
Prop_door_rotating does this - look at that for an example.  Keep in
mind that the server must be authoritative so the props won't be able to
move in response to a ragdoll colliding with them (only the ragdoll can
be moved, the server objects must be kinematic).  The other option is to
make the ragdoll server side.  Server side ragdolls will have the usual
latency of server-side object updates and cost bandwidth.  Or you could
come up with some other solution :)  I don't know your game well enough
to say which is best.

Either way the most likely answer to your question is that the vehicle
is being simulated by the server and the ragdoll is being simulated by
the client.

Jay



> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Minh
> Sent: Tuesday, February 06, 2007 2:22 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Ragdolls not colliding with phys_props
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
>     My ragdolls aren't colliding with prop_physics entites
> but ARE colliding with prop_static entities and of course the
> world. I'm not sure if it was this way by default or if I
> changed the code (doubtful). Does anyone know how to make the
> ragdolls collide with physics props (namely prop_vehicle). It
> looks weird when my ragdoll is going through an entire vehicle.
>     I tried adding :
> SetCollisionGroup ( COLLISION_GROUP_DEBRIS );
>
> to the C_SDKRagdoll::CreateRagdoll() function but that didn't
> seem to help...
> --
>
>
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