If you find a better way, I am all ears :P

On Thu, Jan 1, 2009 at 6:51 PM, Nick <[email protected]> wrote:

> That might be one of the most horrible hacks I have ever heard about
> on the source engine.
>
> On Thu, Jan 1, 2009 at 12:02 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
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> >>
> >>
> >
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