Yeah, it had no effect either. I just tried both methods at the same 
time too, and I'm still seen.

Sander wrote:
> Did you tried "SetBlocksLOS"?
>
> On Fri, Jul 4, 2008 at 3:44 PM, Tom Edwards <[EMAIL PROTECTED]> wrote:
>   
>> 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!
>>>>
>>>>
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>>>>
>>>>         
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>>>
>>>       
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>>     
>
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