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 > > > > > > _______________________________________________ > 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

