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
, 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
!
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
@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
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
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
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]
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
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
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
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
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
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