Well, you don't actually change the solid type, you just change what
gamemovement returns etc.

The only things you need to modify; just to make teammates non-solid, is
playersolidmask, and shouldcollide (on the player) that's it.


On Mon, Aug 4, 2008 at 9:16 AM, Daniel Menard <[EMAIL PROTECTED]> wrote:

> That would be swell. What am I missing though?
>
> On Sun, Aug 3, 2008 at 10:07 PM, Tony omega Sergi <[EMAIL PROTECTED]>
> wrote:
> > 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
> >
> >
>
> _______________________________________________
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
-Tony
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