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
>>
>>
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>
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