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 > > _______________________________________________ To unsubscribe, edit your > list preferences, or view the list archives, please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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