Instead of changing the players collision group I would suggest trying to change is collision rules in ShouldCollide when he needs to change. VPhysics will collide with only things the game dlls say it should also so disabling physics collisions is redundant. I do temporary enabled collisions in our mod when that player is carrying an objective so they cannot just run through teammates and back again to steal objectives cheaply. It could work on a larger scale too.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rob Harwood Sent: Friday, December 05, 2008 3:28 AM To: [email protected] Subject: [hlcoders] Player solidity Hi Guys, I would like to make a player temporarily non-solid to everything except map architecture and tried the following; pPlayer->SetSolid(SOLID_NONE); pPlayer->SetCollisionGroup(COLLISION_GROUP_NONE); if(pPlayer->VPhysicsGetObject()) pPlayer->VPhysicsGetObject()->EnableCollisions(false); The player no longer activates triggers but does still collide with doors etc. Am I missing something here? thanks _____________________________________________________________________ This email is intended solely for the addressee(s) and the information it contains is confidential. If you are not the intended recipient (a) please delete this email and inform the sender as soon as possible, and (b) any copying, distribution or other action taken or omitted to be taken in reliance upon it is prohibited and may be unlawful. This message has been checked for all known viruses by the MessageLabs Virus Control Centre. _______________________________________________ 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

