Quote:
Originally Posted by xbatista
Yes that is weird that mp_solid_teammates works better than shouldCollide hook or function m_CollisionGroup.
Sorry misunderstood, what can I do?
EDIT: Collision works fine without glitches if you setTransmit hook on certain player. For example:
I'm CT and I can't see Terrorist, so I'm colliding fine without jelly glitches.
I'm Terrorist and I can see CT, there will be jelly glitch!
(So if someone can't see other players and has set on it SetTransmit, then it will collide like loaf through butter)
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Get collisionhook extension (source code) from this forum. Need to rewrite it, and add collisiongroup function to forward of collisionhook for manipulate it with players. Better if will be added contentsmask and collisiongroup into forward. For understanding what i say:
Original forward of collisionhook extension:
forward Action:CH_PassFilter( ent1, ent2, &bool:result );
Need to add collisiongroup and contentmask to it and compile extension:
forward Action:CH_PassFilter( ent1, ent2, contentmask, collisiongroup, &bool:result );
I just can't do this, because know really bad c++.
P.S After that, we can switch collisiongroup and mask between two entities.