[hlcoders] Player solidity

2008-12-05 Thread Rob Harwood
Hi Guys, I would like to make a player temporarily non-solid to everything except map architecture and tried the following; pPlayer-SetSolid(SOLID_NONE); pPlayer-SetCollisionGroup(COLLISION_GROUP_NONE); if(pPlayer-VPhysicsGetObject()) pPlayer-VPhysicsGetObject()-EnableCollisions(false);

Re: [hlcoders] Player solidity

2008-12-05 Thread Christopher Harris
, 2008 3:28 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Player solidity Hi Guys, I would like to make a player temporarily non-solid to everything except map architecture and tried the following; pPlayer-SetSolid(SOLID_NONE); pPlayer-SetCollisionGroup(COLLISION_GROUP_NONE

Re: [hlcoders] Player solidity

2008-12-05 Thread Jay Stelly
Player collisions aren't that simple because there are multiple systems for them. There are three systems that interact with player collisions: Gamemovement - the player sweeps a box through the world, hitting things that are solid. This is where the player's movement happens. If you want to

Re: [hlcoders] Player solidity

2008-12-05 Thread Nick
Is all of that data on the wiki?? Because if it isn't someone should put it there On Fri, Dec 5, 2008 at 3:14 PM, Jay Stelly [EMAIL PROTECTED] wrote: Player collisions aren't that simple because there are multiple systems for them. There are three systems that interact with player