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Would the collsion group code I was given stop the player from colliding
with it already or would I need to add something to it?

>You can't hit it with a trace if it's SOLID_NONE.  The collision group
>thing should keep all other traces/physics from hitting it.  Players can
>definitely walk through SOLID_BSP entities as long as their collision
>groups don't collide.
>
>
>
>
>>-----Original Message-----
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
>>Sent: Friday, February 25, 2005 8:00 AM
>>To: hlcoders@list.valvesoftware.com
>>Subject: Re: [hlcoders] Getting a trace to hit off a non solid entity
>>
>>It all works (and the way I had it before it worked too)
>>
>>I need to know how to get the trace to hit the entity even
>>when it's NOT solid (with SOLID_NONE) It works if you make it
>>SOLID_BSP, but a player can't walk through that and things can't move
>>
>>
>>
>>>>>But this doesn't work, it still hits it.
>>>>>
>>>>>
>>>>>
>>>>>
>>>So you also need a case for collision groups lower than the brush's
>>>collision group:
>>>     if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 ||
>>>collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 )
>>>             return false;
>>>
>>>
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>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>--
>>Knifa
>>SourceForts
>>http://knd.org.uk/sourceforts/
>>
>>_______________________________________________
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>>
>>
>>
>
>_______________________________________________
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--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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