you have to modify pm_shared to do anything with player collision.
changing the solid will just change interaction of the player with
non-world/player entities.
all player collision is handled via the movement traces/hulls.

i don't have anything infront of me anymore, but it's all there.


On Sat, Jun 6, 2015 at 6:48 AM, James Marchant <james.march...@live.com>
wrote:

> Hi.
>
> I'm not 100% sure what you're asking, but I think you mean making it so
> players don't collide with each other? I've come across this problem
> myself, and never really resolved it in a satisfactory way.
>
> The most recent method was setting pev->groupinfo to 1 in prethink on
> players, and using UTIL_SetGroupTrace( pev->groupinfo, GROUP_OP_NAND );
> straight after. Then in postthink, use UTIL_SetGroupTrace( pev->groupinfo,
> GROUP_OP_AND );
>
> I can't remember off the top of my head why this works as it's been a long
> time, I just know that it probably should work. I'll leave it up to you to
> do the research on grouptrace, as I cannot for the life of me remember
> anything about it. Therefore, I cannot guarantee what side effects or
> issues this may cause.
>
> One other thing you can do that I remember better, is perform
> a UTIL_EntitiesInBox check (with a FL_CLIENT filter) to find all clients
> colliding in the player's bounding box. Do this every frame. This should
> fire when players touch (but there is a small latency where they touch each
> other for a short while before it fires) and at that point you can set the
> player to be non-solid with pev->solid = SOLID_NOT. Don't forget to check
> that the player is not colliding with himself. UTIL_EntitiesInBox is better
> as it only search within the player's collision,
> whereas UTIL_FindEntityInSphere will be really rough and inaccurate. Don't
> forget to set the player back to solid if he is not colliding with another
> player. However, this method is less than ideal as a non-solid player
> cannot be attacked by monsters, and they cannot trigger triggers. I believe
> there are also some issues with prediction if a player is not as
> SOLID_SLIDEBOX too? Expect problems.
>
> There is also "ShouldCollide" but as far as I know, that does not apply to
> players.
>
> Hope this helps.
>
> James
>
> ------------------------------
> Date: Fri, 5 Jun 2015 22:41:06 +0200
> From: rimischo...@googlemail.com
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Goldsrc pev->solid
>
>
> Hi guys, i have a question related pev->solid
>
>
> so with pev->solid i can change the collision of the entity but i want to
> change it for the player on by collision basis.
>
> Like if you hit another player change the collision to something else that
> you can pass thru.
>
> if i do it into the spawn it stays forever.
>
> But i dont have a clue on how to check the collision to the other player.
>
>  Am i using the UTIL_FindEntityInSphere function to check for radius and
> if something is in range entity->solid? Or is there another easier way to
> do it?
>
> Greetings
>
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>


-- 
-Tony
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