SetSolidFlags( FSOLID_TRIGGER );

Is what sets the behavior you are after (allowing entities to pass through but 
still registering collisions).

It looks like you are misunderstanding the other functions you are calling:
If you SetSolid( SOLID_NONE ); then you are saying the object has no solid 
representation so nothing collides with it.
If you SetSolid( SOLID_VPHYSICS ); then you are saying the object should use a 
vphysics representation for collisions (union of convex hulls), then 
SetCollisionGroup( COLLISION_GROUP_PLAYER ); you are limiting what collides 
with it (CGameRules::ShouldCollide determines which pairs of collision groups 
collide with each other).  But it is still solid to anything that collides with 
it.

Jay

> -----Original Message-----
> From: [email protected] [mailto:hlcoders-
> [email protected]] On Behalf Of steven belmans
> Sent: Tuesday, September 01, 2009 9:51 AM
> To: [email protected]
> Subject: [hlcoders] COLLISION PROBLEM
> 
> 
> Hi all
> 
> 
> 
> I got a small problem.
> 
> 
> 
> We are building a model ent thad the player can pass  thru and triggers
> a function void hallo::byby (void)
> 
> 
> 
> If I use
> 
> 
> 
> SetSolid( SOLID_NONE);
> 
> SetCollisionGroup( COLLISION_GROUP_PLAYER );
> 
> 
> 
> I can pass thru the model but then my SetTouch(hallo::byby); does not
> register anything.
> 
> 
> 
> Else if I use
> 
> SetSolid( SOLID_VPHYSICS);
> 
> SetCollisionGroup( COLLISION_GROUP_PLAYER );
> 
> 
> 
> I cant pass thru!
> 
> 
> 
> plz help
> 
> 
> 
> I Know you dont like it when people use Hotmail
> 
> Sorry
> 
> 
> 
> _________________________________________________________________
> Je hele online leven op één stek met Windows Live
> http://www.microsoft.com/belux/nl/windows/windowslive/default.aspx
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