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. >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > -- > -Tony > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

