Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-10-02 Thread Christopher Harris
this file for instance. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Wednesday, October 01, 2008 11:45 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Player collisions, enemies vs friendlies. Can you post the changed code

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-10-01 Thread Andrew Watkins
, 2008 12:38 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Player collisions, enemies vs friendlies. I have done what you said and what happens is I can clip into a player if I am pushing up against him but I cannot go through him. I also am able to push that player. I

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-10-01 Thread Christopher Harris
! Thanks Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Watkins Sent: Wednesday, October 01, 2008 1:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player collisions, enemies vs friendlies. I also had to edit

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-10-01 Thread Nick
@list.valvesoftware.com Subject: Re: [hlcoders] Player collisions, enemies vs friendlies. I also had to edit PhysicsSolidMaskForEntity in player.h c_baseplayer.h, but that was all I'm reasonably sure -Original Message- From: hlcoders-bounces at list.valvesoftware.com [mailto:hlcoders-bounces

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-09-28 Thread Christopher Harris
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Monday, August 04, 2008 12:38 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Player collisions, enemies vs friendlies. Well, you don't actually change the solid type, you just change what gamemovement returns

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-08-04 Thread Daniel Menard
That would be swell. What am I missing though? On Sun, Aug 3, 2008 at 10:07 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: I've been thinking about adding this to the SDK, I just haven't gotten to it yet. Sometime this week, I'll whip up a simplified version of it for you. -Tony On Sun, Aug

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-08-04 Thread Tony omega Sergi
Well, you don't actually change the solid type, you just change what gamemovement returns etc. The only things you need to modify; just to make teammates non-solid, is playersolidmask, and shouldcollide (on the player) that's it. On Mon, Aug 4, 2008 at 9:16 AM, Daniel Menard [EMAIL PROTECTED]

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-08-04 Thread Daniel Menard
That's precisely what I did. On testing it though, we kept getting prediction errors. I'm 90% sure they're linked to the physics code. In VPhysicsShadowUpdate the game code checks to see if it should teleport to the shadow position. The solid mask used in the traces for this check don't use

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-08-03 Thread Daniel Menard
I've tried doing this, and while it works fine for the game collision code, the VPhysicsShadows that follow the player around still seem to register collisions. Does anyone have a fix on this? I've tried setting the CONTENTS_TEAM content types to the physics objects using SetContents, but it

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-08-03 Thread Tony omega Sergi
I've been thinking about adding this to the SDK, I just haven't gotten to it yet. Sometime this week, I'll whip up a simplified version of it for you. -Tony On Sun, Aug 3, 2008 at 5:30 PM, Daniel Menard [EMAIL PROTECTED] wrote: I've tried doing this, and while it works fine for the game

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-06-11 Thread Tony omega Sergi
it uses content masks. PlayerSolidMask returns different content types depending on which team they're on, and Tfplayer::ShouldCollide first checks for the collision group, and if it's playermovement group, it then checks to see if the content mask matches for that team. if it doesn't, it returns

[hlcoders] Player collisions, enemies vs friendlies.

2008-06-10 Thread Spencer 'voogru' MacDonald
Hey guys, I've been trying to work with the collisions in TF2 and figure out exactly how it's deciding who collides with who. In TF2, with tf_avoidteammates set to 1, red players don't collide with red players, blue players don't collide with blue players. I've noticed the collisiongroups on