Well as a quick overview of what is needed to be done (The way we did it):

1. Add CONTENTS_TEAMX for each team
2. Override the PhysicsSolidMaskForEntity( void ) for players and add in the
CONTENTS type depending on their team.
3. Override the PlayerSolidMask( bool brushOnly = false ) for players in
gamemovement.
4. In the player base classes you will need to search for MASK_PLAYERSOLID
and replace ALL those references in traces to use
PhysicsSolidMaskForEntity();
5. After all of those you should now be able to move freely through your
teammates. To get the pushback effect you need to add code on the client
similar to NPC Player avoidance code that will adjust the local players User
Command before it is sent to the server with values that produce a push back
effect.

Chris

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler
Sent: Saturday, February 14, 2009 9:58 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] TF2 Colision

think it might be when the l4d sdk comes out.


On 14/02/2009, at 11:45 PM, botman wrote:

> Tony Sergi wrote:
>> Soon as the SDK goes into beta again, it's there.
>
> How long is that in "Valve time"?  :)
>
> --  
> Jeffrey "botman" Broome
>
> _______________________________________________
> 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


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to