I can't help with the physics interaction behaviour, but as for passing
through its owner, this is because you're set as its owner!
In source, no entity can interact with its owner. Somewhere in your grenade
creation code, you'll see a call to SetOwner or SetOwnerEntity... if you
don't care about giving the player a score for a kill with this grenade,
just remove this line. If you do care, which is a situation I've often found
myself in, I would add a new variable, called something like m_pMyThrower,
and set this to the player that threw it. Then, when the damage is being
caused, set the attacker to m_pMyThrower instead of GetOwner(). Voila!

Winston

Date: Sun, 13 Jan 2008 11:31:01 -0800 (PST)
From: Grash <[EMAIL PROTECTED]>
To: [email protected]
Subject: [hlcoders] HL2DM Frags Questions...
Reply-To: [email protected]

I'm working on mod'ing the frag grenades from HL2DM to simulate a
baseball like object.


Here's what I've done so far:

I've removed the explosion from the grenade. It no longer deals any
radial damage. I did this by overriding the detonate and explode
methods within CfragGrenade.

The damage that being done is through the VUpdatePhysics method. The
code refers to the damage it's doing there as a slight bonk, I'm
overriding the damage amount to what I want. and it this works well.
(I'm also removing the frag if it does damage this way)


Here's two issues I'm not sure how to fix...

1. The frag doesn't deal any damage to func_breakable or
func_breakable_surf ...that is no window breaking... but will interact
with a breakable_surf that is already broken. This is the normal
behavior of un-modded frag grenades.

2. If I throw\drop a frag. my buddy picks it up with the grav-gun and
then punts it back at me. The Frag will pass through me as if I wasn't
there and dealing no damage.

-Grash


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