Re: [hlcoders] Bullets go through custom entity
-- [ Picked text/plain from multipart/alternative ] Thank you. Haven't tried without your snippet and without other changes I did, but ultimately the main problem was that I was setting the player as owner of the missile BaseEntity Create( "missile", vectors, pPlayer ), damn... Didn't find the part of code that says that bullets get included in the dont-test-against-parent but sending null made everything work. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bullets go through custom entity
-- [ Picked text/plain from multipart/alternative ] I think that you need to create the method OnTakeDamage(), int CMissle::OnTakeDamage( const CTakeDamageInfo &info ) { if ( info.GetDamageType() & DMG_BULLETS ) { CTakeDamageInfo dmgInfo = info; dmgInfo.ScaleDamage( 10.0 ); return BaseClass::OnTakeDamage( dmgInfo ); } return BaseClass::OnTakeDamage( info ); } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bullets go through custom entity
-- [ Picked text/plain from multipart/alternative ] I hope it's a simple question, I have a server side entity (as in, the files aren't on the client solution), a missile. They inherit from CBaseCombatCharacter, and work as expected except one thing, bullets go through it without dealing any damage. I guess they need some flag or something. Right now they are spawned like this: SetSolid( SOLID_BBOX ); SetModel( MODEL ); SetSize( -Vector(4,4,4), Vector(4,4,4) ); SetTouch( &CMissile::MissileTouch ); SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); m_takedamage = DAMAGE_YES; m_iHealth = m_iMaxHealth = 1; m_bloodColor = DONT_BLEED; AddFlag( FL_OBJECT ); AddSolidFlags( FSOLID_NOT_SOLID ); (later) SetMoveType( MOVETYPE_FLY ); RemoveSolidFlags( FSOLID_NOT_SOLID ); (and also) unsigned int CMissile::PhysicsSolidMaskForEntity( void ) const { return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX; } Would any of those be killing the interaction with bullets? Or maybe I'm missing a flag. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders