For whatever it's worth, this functionality of explosion blockage is implemented in
bool IsExplosionTraceBlocked( trace_t *ptr ) in gamerules.cpp The ptr has a m_pEnt property that hold the entity that the trace hit. IsExplosionTraceBlocked is called for entities that the grenade explosion traces hit in a certain radius. So I just checked to see if the entity that the explosion hit is one of my classes (a la dynamic_cast) and returned true if that's the case. Cheers, Aditya On Thu, Jan 1, 2009 at 3:36 PM, Aditya Gaddam <[email protected]>wrote: > I was trying out collisions groups for my spawned entities and the energy > ball from the combine rifle, and none of them were working, but collision > groups seem to have an effect on regular nades. Groups of 5, 8 and some > others let the grenade and the player collide. Which is awesome! > > The problem is that the grenades seem to hurt me on the other side of the > panels I am spawning. Is this something that would do with collision groups > too? Suppose I shall poke around a bit more in the grenade code... > > Thanks for the help so far Jay and Steve. > > - Aditya > > > On Thu, Jan 1, 2009 at 1:02 PM, Jay Stelly <[email protected]> wrote: > >> 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 >> >> > > > -- > 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

