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
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);
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
Thanks Jay
AddSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER );
Dit the trick
From: j...@valvesoftware.com
To: hlcoders@list.valvesoftware.com
Date: Tue, 1 Sep 2009 10:11:54 -0700
Subject: Re: [hlcoders] COLLISION PROBLEM
SetSolidFlags( FSOLID_TRIGGER );
Is what sets the
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 Grayja...@interwavestudios.com
decreasing host_timescale
makes spotting the difference easier.
Thanks!
2009/9/1 Nick xnicho...@gmail.com
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
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