only lets through based on team
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[ 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
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:
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[ Picked
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[ 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
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
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[ 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
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[ 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
, 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
@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
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