TF2 players are only solid to enemies. The way we do all the soft collision behavior on the client is by modifying their user commands.
Basically we figure out if you're near a non-solid team mate and modify your forwardmove and sidemoves accordingly. Doing it this way is why it feels smooth and prevents any prediction problems you'd run into otherwise. I'll talk to Mike about releasing the TF2 avoidance code either in the SDK or maybe we'll put it on the developer page. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Thursday, August 14, 2008 11:54 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] TF2 style player collisions Well I've managed to disable collisions based on team in the meantime, but don't have the soft physics push. Mind you I'm still in the ep1 engine. Basically, I had already added a custom filter to the TracePlayerBBox in gamemovement.cpp to filter gamemovement for my mod ( players can walk through forcefields, but only belonging to their team ). I just added the condition for players of the same team to that filter. So they're not blocking eachother anymore when casting rays for their movement. VPhysics has not been an issue at all for me, there's no collision. > I'm looking for the same check the "Player collisions, enemies vs > friendlies." thread for more details. I still haven't found a fix to > the prediction issues (if you have any insight, let me know). > > On Tue, Aug 12, 2008 at 5:43 AM, Maarten De Meyer <[EMAIL PROTECTED]> > wrote: >> Hi list, >> >> In my mod by default players collide ( hard ) against eachother. For >> obvious reasons I want to disable this for teammates and rather have a >> soft collision/physics push like in TF2, where you still have the option >> to clip through a teammate if you want to, but you do get a slight >> physics >> resistance when you do. >> >> I know this isn't that hard, just wondering if someone had done it >> before >> and could point me in the right direction for the soft push part, I'm >> not >> too at home in Source's physics. >> >> -- Maarten >> >> >> _______________________________________________ >> 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 > > > _______________________________________________ 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

