AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );

Then perform whatever tests you want in Touch(). I have a short grace 
period after the rocket fires within which it doesn't explode on the 
player who fired it.

Adam "amckern" McKern wrote:
> I got a rocket launcher based on the RPG class, if you spawn the rocket model 
> within the p model it will explode in the p model - the best way to get 
> around it is to mask the effect with a sprite, or something like spawing it 
> behind the player - i found NO way to get a model based projectile to work 
> any other way.
>  
> Adam
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Wed, 2/9/09, Tom Edwards <t_edwa...@btinternet.com> wrote:
>
>
> From: Tom Edwards <t_edwa...@btinternet.com>
> Subject: Re: [hlcoders] Interpolation of projectiles
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
> Received: Wednesday, 2 September, 2009, 9:42 PM
>
>
> It can't be exploited, it's just a rendering artefact on the client.
>
> I've been poking TF2 a little more and have spotted some oddities:
>
> * Rockets don't get a model, on the client, until a set period of time 
> has passed. Before this only the glow effect is visible. I think the 
> idea is to mask the spawn pause as the rocket flaring in the launcher 
> before it starts forward.
> * Grenades and Huntsman arrows aren't interpolated. Instead they spawn 
> behind the player at a distance determined by interp time with 
> collisions disabled, so that they pass through the barrel at the correct 
> moment. This avoids the spawn pause but looks bizarre with high lerp.
>
> That Valve could only hack around the problem doesn't fill me with 
> confidence that there's a good solution to it.
>
> Nick wrote:
>   
>> Can you offer video/pictures to demonstrate how this bug effects all
>> valve games?
>>
>> Or any way for a player to replicate or exploit it? Thus you make it
>> both easier and more likely valve will look into this problem and fix
>> it.
>>
>> On Tue, Sep 1, 2009 at 2:02 AM, James Gray<ja...@interwavestudios.com> wrote:
>>    
>>     
>>> One possibility is to override ShouldDraw() and enforce the
>>> appropriate conditions.
>>>
>>>
>>>
>>> On Aug 30, 2009, at 9:05 AM, Tom Edwards <t_edwa...@btinternet.com>
>>> wrote:
>>>
>>>      
>>>       
>>>> I want to bring up the issue of projectiles hanging in the air for a
>>>> moment after spawning again. The last time it was discussed the
>>>> solution
>>>> given was to predict:
>>>>
>>>> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html
>>>>
>>>> This is a bad idea though, because it causes the projectile to
>>>> materialise several feet in front of the firer on observers' computers
>>>> (contrary to what Tony said at the time, TF2 does NOT predict
>>>> rockets/grenades).
>>>>
>>>> The problem is that the projectile is spawned as soon as the client
>>>> receives it, irrespective of interpolation, and then (correctly) does
>>>> not start to move until interp catches up. You can change the length
>>>> of
>>>> the delay by increasing the interp period; decreasing host_timescale
>>>> makes spotting the difference easier.
>>>>
>>>> I've run tests and discovered that /all/ of Valve's games are affected
>>>> by this issue, including TF2. I've not compiled the SDK template game
>>>> but I expect it also suffers.
>>>>
>>>> The solution is clear: prevent the projectile's clientside
>>>> representation from spawning until the interpolated world is ready.
>>>> Anyone know how to do that?
>>>>
>>>>
>>>> _______________________________________________
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>>>>
>>>>        
>>>>         
>>> _______________________________________________
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>>>
>>>      
>>>       
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>>
>>    
>>     
>
>
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