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

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