Wasn't there some sort of function that was used to filter the rockets
movement so it wouldn't collide with things? I believe it was an option in
hammer, so the code for that should still exist. As for the rocket not going
through objects, that has something to do with the movement for the rocket
itself, and probably not the collision system since you already mentioned
SetCollisionGroup which is the standard way of filtering collisions.

On Tue, Dec 29, 2009 at 5:56 AM, Heimo Stieg <[email protected]> wrote:

> I havn't coded in source for a while, but I think there are some sort of
> CollisionFilters somewhere.
>
> Am 29.12.2009 14:48, schrieb Richard Slaughter:
> > Hi List,
> >
> > I need to alter the standard rocket so that it doesn't explode on
> > contact with weapon models that are found in the world, any pointers on
> > how to go about doing this?
> >
> > The rocket needs to just pass straight through the weapon as if it
> > wasn't there.
> >
> > I've tried fiddling with SetCollisionGroup() on the weapon models but
> > even though I managed to stop the rocket exploding on contact, it would
> > get stuck in the weapon model rather than passing straight through.
> >
> > I'm not brilliantly familiar with the collision model in source, so any
> > pointers on what I should be looking at would be good.
> > Thanks,
> >
> > Rich
> >
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>
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-- 
~Ryan ( skidz )
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