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I solved my problem using collision_groups as follows:

- I make all my bullet traceline calls part of a collision group
(COLLISION_GROUP_PROJECTILE) using a tracefilter.
- I make my hostage NPC part of a new collision group whenever someone grabs
him (COLLISION_GROUP_IN_VEHICLE)
- In   CSDKGameRules::ShouldCollide,  I make new rules for the following
intereactions
COLLISION_GROUP_PROJECTILE  vs  COLLISION_GROUP_IN_VEHICLE   returns true
COLLISION_GROUP_IN_VEHICLE  vs  "Any other collision group"   returns false

Now, the hostage doesnt collide with players, but is still able to get shot.

I'm not sure if this will help with your trigger problem.. as I'm not
exactly sure how triggers get set off, but you could try looking into
collision groups.

----- Original Message -----
From: "Nick" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, December 08, 2007 6:09 AM
Subject: Re: [hlcoders] FSOLID_NOT_SOLID_SHOOTABLE flag not working..


> I've played with FSOLID flags for some time. I've found them extremely
> buggy. I tried to make a prop_physics, work with triggers but be
> non-solid. I had no luck doing it. If anyone could help that would be
> great.
>
> On Dec 8, 2007 2:07 AM, Minh <[EMAIL PROTECTED]> wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Hey guys,
>>     I been racking my brain on this problem for awhile now. Was hoping
>> you
>> could shed some light on it.
>>
>>     So I have this hostage NPC that I'm parenting to my player (using
>> SetParent) and in order to make him not get stuck with the player, I add
>> the
>> solid flag FSOLID_NOT_SOLID_SHOOTABLE.
>> Now, adding this flag removes the unwanted collision between hostage NPC
>> and
>> player (who's holding the hostage), but unfortunately, now the hostage
>> becomes unhittable. Other player's can't shoot him anymore (which
>> defeates
>> the purpose of using him as a meatshield).
>> Shouldn't the flag FSOLID_NOT_SOLID_SHOOTABLE  make an entity non-solid
>> to
>> collisions but also able to be hit with RayTraces?
>> Is it not working in properly?
>>
>> --
>>
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>>
>
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