Well as a quick overview of what is needed to be done (The way we did it): 1. Add CONTENTS_TEAMX for each team 2. Override the PhysicsSolidMaskForEntity( void ) for players and add in the CONTENTS type depending on their team. 3. Override the PlayerSolidMask( bool brushOnly = false ) for players in gamemovement. 4. In the player base classes you will need to search for MASK_PLAYERSOLID and replace ALL those references in traces to use PhysicsSolidMaskForEntity(); 5. After all of those you should now be able to move freely through your teammates. To get the pushback effect you need to add code on the client similar to NPC Player avoidance code that will adjust the local players User Command before it is sent to the server with values that produce a push back effect.
Chris -----Original Message----- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler Sent: Saturday, February 14, 2009 9:58 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] TF2 Colision think it might be when the l4d sdk comes out. On 14/02/2009, at 11:45 PM, botman wrote: > Tony Sergi wrote: >> Soon as the SDK goes into beta again, it's there. > > How long is that in "Valve time"? :) > > -- > Jeffrey "botman" Broome > > _______________________________________________ > 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders