I've tried doing this, and while it works fine for the game collision
code, the VPhysicsShadows that follow the player around still seem to
register collisions. Does anyone have a fix on this? I've tried
setting the CONTENTS_TEAM content types to the physics objects using
SetContents, but it doesn't have any effect.

Dan

On Wed, Jun 11, 2008 at 4:18 AM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> it uses content masks.
>
> PlayerSolidMask returns different content types depending on which team
> they're on, and Tfplayer::ShouldCollide first checks for the collision
> group, and if it's playermovement group, it then checks to see if the
> content mask matches for that team. if it doesn't, it returns false.
>
> There are already 2 contents defined that will get you started:
> #define CONTENTS_TEAM1            0x800    // per team contents used to
> differentiate collisions
> #define CONTENTS_TEAM2            0x1000    // between players and objects
> on different teams
> -Tony
>
>
> On Wed, Jun 11, 2008 at 1:39 AM, Spencer 'voogru' MacDonald <
> [EMAIL PROTECTED]> wrote:
>
>> Hey guys,
>>
>> I've been trying to work with the collisions in TF2 and figure out exactly
>> how it's deciding who collides with who.
>>
>> In TF2, with tf_avoidteammates set to 1, red players don't collide with red
>> players, blue players don't collide with blue players.
>>
>> I've noticed the collisiongroups on red and blue players appear to be the
>> same, so I'm wondering what function is actually determining whether they
>> collide or not, I have looked at ShouldCollide and various other functions
>> that seem to be related to this and haven't had any luck.
>>
>> Any ideas?
>>
>> Thanks.
>>
>> - voogru.
>>
>>
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>
>
> --
> -Tony
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