That would be swell. What am I missing though? On Sun, Aug 3, 2008 at 10:07 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > I've been thinking about adding this to the SDK, I just haven't gotten to it > yet. Sometime this week, I'll whip up a simplified version of it for you. > > -Tony > > On Sun, Aug 3, 2008 at 5:30 PM, Daniel Menard <[EMAIL PROTECTED]> wrote: > >> 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 >> >> > > > -- > -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

