I've been thinking about adding this to the SDK, I just haven't gotten to it yet. Sometime this week, I'll whip up a simplified version of it for you.
-Tony On Sun, Aug 3, 2008 at 5:30 PM, Daniel Menard <[EMAIL PROTECTED]> wrote: > I've tried doing this, and while it works fine for the game collision > code, the VPhysicsShadows that follow the player around still seem to > register collisions. Does anyone have a fix on this? I've tried > setting the CONTENTS_TEAM content types to the physics objects using > SetContents, but it doesn't have any effect. > > Dan > > On Wed, Jun 11, 2008 at 4:18 AM, Tony omega Sergi <[EMAIL PROTECTED]> > wrote: > > it uses content masks. > > > > PlayerSolidMask returns different content types depending on which team > > they're on, and Tfplayer::ShouldCollide first checks for the collision > > group, and if it's playermovement group, it then checks to see if the > > content mask matches for that team. if it doesn't, it returns false. > > > > There are already 2 contents defined that will get you started: > > #define CONTENTS_TEAM1 0x800 // per team contents used to > > differentiate collisions > > #define CONTENTS_TEAM2 0x1000 // between players and > objects > > on different teams > > -Tony > > > > > > On Wed, Jun 11, 2008 at 1:39 AM, Spencer 'voogru' MacDonald < > > [EMAIL PROTECTED]> wrote: > > > >> Hey guys, > >> > >> I've been trying to work with the collisions in TF2 and figure out > exactly > >> how it's deciding who collides with who. > >> > >> In TF2, with tf_avoidteammates set to 1, red players don't collide with > red > >> players, blue players don't collide with blue players. > >> > >> I've noticed the collisiongroups on red and blue players appear to be > the > >> same, so I'm wondering what function is actually determining whether > they > >> collide or not, I have looked at ShouldCollide and various other > functions > >> that seem to be related to this and haven't had any luck. > >> > >> Any ideas? > >> > >> Thanks. > >> > >> - voogru. > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > > > -- > > -Tony > > _______________________________________________ > > 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 > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

