Re: [hlcoders] Forcefield which only lets through based on team

2006-09-16 Thread Robbie Groenewoudt
only lets through based on team -- [ Picked text/plain from multipart/alternative ] That is harder then it seems... You can only override CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) const. I can't smell with only these 2 variables on which the team the colliding

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Adam \amckern\ Mckern
I dont know how to do this with team players, but i use an NPCClip texture to stop my npc's while leting the player through. You might want to look at some clip brush stuff, either in the map compiler, or in the code. Adam --- Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I did that.. The player- npc-clip-brushes just block all players NPCs. I don't want that ;) Also func_clip_vphysics doesn't help me much... On 9/15/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: I dont know how to do this with team

RE: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Tony \omega\ Sergi
Make an entity that has a custom ShouldCollide function, and if the team the forcefield is on matches the team of the player touching it, return false. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] That is harder then it seems... You can only override CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) const. I can't smell with only these 2 variables on which the team the colliding entity is... Overriding this function in

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Oke... My last message was a bit vague... I meant: 1. The overriden ShouldCollide() in the player-class is not saying I'm colliding with an entity 2. The overriden ShouldCollide() in the entity-class is saying I'm colliding with

RE: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Jay Stelly
, September 15, 2006 12:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Forcefield which only lets through based on team -- [ Picked text/plain from multipart/alternative ] That is harder then it seems... You can only override CBaseEntity::ShouldCollide( int collisionGroup, int

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
@list.valvesoftware.com Subject: Re: [hlcoders] Forcefield which only lets through based on team -- [ Picked text/plain from multipart/alternative ] That is harder then it seems... You can only override CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) const. I can't smell with only these 2