Hi List, This has been discussed before but I can't find any concrete advice to get TF2 style player collisions working fully (team mates can pass through each other, enemies are solid).
I've gotten as far as modifying PlayerSolidMask to: unsigned int CGameMovement::PlayerSolidMask( bool brushOnly ) { unsigned int playerMask = MASK_PLAYERSOLID; if(player->GetTeamNumber() == 2) playerMask |= CONTENTS_TEAM1; else if(player->GetTeamNumber() == 3) playerMask |= CONTENTS_TEAM2; return ( brushOnly ) ? MASK_PLAYERSOLID_BRUSHONLY : playerMask; } And shouldCollide in baseentity to: bool CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) const { if ( m_CollisionGroup == COLLISION_GROUP_DEBRIS ) { if ( ! (contentsMask & CONTENTS_DEBRIS) ) return false; } if(contentsMask & CONTENTS_TEAM1 && GetTeamNumber() == 2 || contentsMask & CONTENTS_TEAM2 && GetTeamNumber() == 3 ) return false; return true; } And this seems to nearly do it, but theres still something stopping the player mid way through. What else am I missing? Is it VPhysics related? Thanks! Rich _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders