That's precisely what I did. On testing it though, we kept getting prediction errors. I'm 90% sure they're linked to the physics code. In VPhysicsShadowUpdate the game code checks to see if it should teleport to the shadow position. The solid mask used in the traces for this check don't use PlayerSolidMask, only MASK_PLAYERSOLID. This means even though the gamemovement allows players through, the physics keep holding them back. I tried making the physics shadow filter out the collisions properly by giving it team content flags, but it doesn't seem to make a difference.
This wasn't a problem in any of your implementations? On Mon, Aug 4, 2008 at 12:37 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

