I'm not looking at the code right now, but as I recall the ar2 energy ball is a 
vphysics object and only collides with other vphysics objects.

The grenades have vphysics objects as well as tracelines so they can hit 
animated entities' hitboxes as well.  The strider has bone followers so the ar2 
ball (and other vphysics objects) can hit those.  I don't remember what the 
gunship's physics representation is - but maybe it has one that doesn't enclose 
a bunch of the model (or maybe it doesn't have one).

So you could either modify the vphysics setup of the gunship (add bone 
followers?) or add tracelines to the VPhysicsUpdate of the ar2 ball to hit 
hitboxes like the grenade does.

Jay


> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of
> Jonas 'Sortie' Termansen
> Sent: Saturday, April 18, 2009 8:34 AM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Collision between Ar2 Balls and Gunships
>
> Hey.
>
> In an attempt to invent some new gameplay, I tried launching
> the secondary fire on the Ar2 against a Combine Gunship.
> However the Ar2 Ball went straigth through the Combine
> Gunship for some reason, with no collision at all.
>
> I noticed both the Gunship and the Ar2 Ball have their own
> collision group, and I changed the game rules so that they
> always collided, but with no result. I added debug code that
> put them into different collision groups but with the same
> result. Having compared code from the Gunship with code from
> the Strider (which the balls do hit), I found they did a few
> things differently, but I was unable to pinpoint what exactly
> made the balls hit the strider.
>
>
> What makes the gunship collide differently that allows normal
> grenades to hit it, but not Ar2 balls?
>
>
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