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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 COLLISION_GROUP_PLAYER_MOVEMENT.

Also, how the hell do I know to which team the entity belongs if I have only
information about the collisiongroup and contentsmask...

On 9/15/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> 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 the player-class is no use. It often doesn't
> get called... Instead the entity seems to collide with
> COLLISION_GROUP_PLAYER_MOVEMENT.
>
> Making a new collisiongroup per team is also a bit useless considering I
> can't check these in the player-class considering
> COLLISION_GROUP_PLAYER_MOVEMENT comes from lots of tracelines... ( I can't
> replace COLLISION_GROUP_PLAYER_MOVEMENT with new collisiongroups)
>
>
> On 9/15/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> >
> > 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
> > > -----Original Message-----
> > > From: Robbie Groenewoudt [mailto: [EMAIL PROTECTED]
> > > Sent: September 15, 2006 4:53 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Forcefield which only lets through based on team
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > *bump*
> > >
> > > I'd like to want a combine forcefield that only lets NPC/players
> > through
> > > based on team.
> > > Any know how to manage this in the code?
> > >
> > > Robbie
> > > --
> > >
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