That would be very helpful. It's a common piece of code a lot of mods
want to implement.

Dan

On Fri, Aug 15, 2008 at 9:49 PM, Adrian Finol <[EMAIL PROTECTED]> wrote:
> 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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