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