Where you actually apply the bullet-hit code (i.e. for Forsaken it's
OnBulletHit) we apply effects, damage, and bullet forces at that time. So
you'd just need to make sure that those gibs get processed by your
OnBulletHit code.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio
Sent: Wednesday, March 21, 2007 11:52 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SpawnSpecificGibs()

Any pointers on what flags? I have already tried VPHYSICS collision flag
and solid flags... Seem to make no difference.

With the bullet code; I assume what your saying is I could use the
TraceBullet to check if it has collided with the model; but if it has
then what shall I do? Some how tell the model to respond to it??

Thanks,
Mukkan

Ben Everett wrote:
> In the Cgib::Spawn function you can change the AddSolidFlags and
> SetCollisionGroup flags. You can also modify your bullet collision code to
> affect that collision group (as it may be ignoring it now).
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio
> Sent: Wednesday, March 21, 2007 10:18 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] SpawnSpecificGibs()
>
> I am using this to spawn gibs; however the gibs don't seem to be solid.
> If I walk over them or shoot at them it just goes through the gib as if
> it where not there?
>
> Anyone have any idea how I can resolve this problem?
>
>
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