If you are using the frag grenades from hl2 they use collision groups to specifically disable collisions between their physics objects and other objects (NPCs for example). Then they trace rays to fake it in their VPhysicsUpdate() function. That allows them to bounce off of the NPCs' hitboxes without those hitboxes actually being in the physics simulation.
It's possible that the reason they aren't colliding is this collision rule behavior. Try changing the collision group of the grenade or the other entity to COLLISION_GROUP_NONE and see if that fixes the problem. Jay > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of > Aditya Gaddam > Sent: Thursday, January 01, 2009 8:32 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Grenades going through spawned models > > BUMP. Anyone have any clues about this? > > On Tue, Dec 23, 2008 at 5:41 AM, Aditya Gaddam > <[email protected]>wrote: > > > Hi, > > > > I have project where I am spawning some models > programmatically. They > > collide fine with me and most ammunition (including > rockets, crossbow > > bolts, SMG secondary fire), but grenades and the secondary fire for > > the assault rifle seem to just go through. > > > > The models being spawned derive from CBaseAnimating and have > > SOLID_VPHYSICS via SetSolid. Does anyone have any idea why > this would be? > > > > Thanks, > > Aditya > > > > -- > > http://www.pixelfaction.com > > AIM:ApeWithABrain > > > > > > -- > http://www.pixelfaction.com > AIM:ApeWithABrain > _______________________________________________ > 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

