Re: [hlcoders] TF2 style player collisions (again)

2009-07-23 Thread Richard Slaughter
Hmm, I just realised that whilst adding the test for CONTENTS_TEAM1 mask to the ShouldCollide method, I haven't added it to the actual player anywhere so that it can be tested against, aside from in gamemovement, which I presume ShouldCollide doesn't care about. Where should the mask be

[hlcoders] TF2 style player collisions (again)

2009-07-22 Thread Richard Slaughter
Hi List, This has been discussed before but I can't find any concrete advice to get TF2 style player collisions working fully (team mates can pass through each other, enemies are solid). I've gotten as far as modifying PlayerSolidMask to: unsigned int CGameMovement::PlayerSolidMask( bool

Re: [hlcoders] TF2 style player collisions (again)

2009-07-22 Thread Tobias Kammersgaard
Code for this was in the latest SDK release, wasn't it? /ScarT 2009/7/23 Richard Slaughter slau...@vault13.co.uk Hi List, This has been discussed before but I can't find any concrete advice to get TF2 style player collisions working fully (team mates can pass through each other, enemies

Re: [hlcoders] TF2 style player collisions

2008-08-18 Thread Daniel Menard
in the SDK or maybe we'll put it on the developer page. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Thursday, August 14, 2008 11:54 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] TF2 style player

Re: [hlcoders] TF2 style player collisions

2008-08-18 Thread Adrian Finol
Programming Subject: Re: [hlcoders] TF2 style player collisions That would be very helpful. It's a common piece of code a lot of mods want to implement. Dan On Fri, Aug 15, 2008 at 9:49 PM, Adrian Finol [EMAIL PROTECTED] wrote: TF2 players are only solid to enemies. The way we do all the soft

Re: [hlcoders] TF2 style player collisions

2008-08-15 Thread Maarten De Meyer
Well I've managed to disable collisions based on team in the meantime, but don't have the soft physics push. Mind you I'm still in the ep1 engine. Basically, I had already added a custom filter to the TracePlayerBBox in gamemovement.cpp to filter gamemovement for my mod ( players can walk through

Re: [hlcoders] TF2 style player collisions

2008-08-15 Thread Adrian Finol
: Thursday, August 14, 2008 11:54 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] TF2 style player collisions Well I've managed to disable collisions based on team in the meantime, but don't have the soft physics push. Mind you I'm still in the ep1 engine. Basically, I had already added

Re: [hlcoders] TF2 style player collisions

2008-08-14 Thread Daniel Menard
I'm looking for the same check the Player collisions, enemies vs friendlies. thread for more details. I still haven't found a fix to the prediction issues (if you have any insight, let me know). On Tue, Aug 12, 2008 at 5:43 AM, Maarten De Meyer [EMAIL PROTECTED] wrote: Hi list, In my mod by

[hlcoders] TF2 style player collisions

2008-08-12 Thread Maarten De Meyer
Hi list, In my mod by default players collide ( hard ) against eachother. For obvious reasons I want to disable this for teammates and rather have a soft collision/physics push like in TF2, where you still have the option to clip through a teammate if you want to, but you do get a slight physics