No dice! It checks with | anyway.

Nuno Silva wrote:
> Maybe it works like this:
>
> VPhysicsGetObject()->SetContents(CONTENTS_BLOCKLOS | CONTENTS_SOLID)
>
> I'm not sure though, but if the values for CONTENTS_* are pow2, it may work,
> if the AI_BaseNPC checks for contents with the & operator.
>
> Good luck!
>
> On Fri, Jul 4, 2008 at 1:55 PM, Tom Edwards <[EMAIL PROTECTED]>
> wrote:
>
>   
>> I'm trying to make a brush entity with a translucent material block AI
>> LOS, without creating a second brush. I'm doing this:
>>
>> VPhysicsGetObject()->SetContents(CONTENTS_BLOCKLOS)
>>
>> and before it this:
>>
>> VPhysicsGetObject()->SetContents(CONTENTS_SOLID)
>>
>> But despite code in AI_BaseNPC that checks against those contents
>> setting them isn't achieving anything. The only reason NPCs can see
>> through the brush is that it has CONTENTS_TRANSLUCENT and lower-order
>> contents (like CONTENTS_SOLID) are supposed to override the higher ones,
>> so I don't know where I'm supposed to go from here. Halp plz!
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>     
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>   


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to