I spawn prop with this code:
Code:
SpawnProp(iClient, iPropID, Float:fOrigin[3], Float:fAngles[3])
{
new iEntity = CreateEntityByName("prop_dynamic");
DispatchKeyValue(iEntity, "model", g_szPropPath[iPropID]);
DispatchKeyValue(iEntity, "targetname", "prop");
DispatchKeyValue(iEntity, "solid", "6");
DispatchKeyValueVector(iEntity, "origin", fOrigin);
DispatchKeyValueVector(iEntity, "angles", fAngles);
DispatchSpawn(iEntity);
SetEntProp(iEntity, Prop_Data, "m_CollisionGroup", 17);
AcceptEntityInput(iEntity, "DisableShadow");
SetEntPropEnt(iEntity, Prop_Send, "m_hOwnerEntity", iClient);
return iEntity;
}
but prop, spawned with this code, push away player, when he come close.
If I change m_CollisionGroup from 0 to 50 (I tried it all), prop become unsolid in all case, except 17.
Is here any way to make prop solid and remove push away force?
Btw, this code without SetEntProp(iEntity, Prop_Data, "m_CollisionGroup", 17); spawn prop without push away in CS:S, but in CS:GO without this line prop spawned unsolid.
P.S. Sorry for bad language.
Problem Solved:
1. SetEntPropEnt(iEntity, Prop_Send, "m_hOwnerEntity", iClient); - I don't know why, but this line ruined all code before. I replace that with:
SetEntPropEnt(iEntity, Prop_Send, "m_hEffectEntity", iClient);.
2. SetEntProp(iEntity, Prop_Send, "m_usSolidFlags", 152); - don't know what is it, but it works
SetEntProp(iEntity, Prop_Send, "m_CollisionGroup", 8 ); - collusion group like a player
3. Full Code:
Code:
SpawnProp(iClient, iPropID, Float:fOrigin[3], Float:fAngles[3])
{
new iEntity = CreateEntityByName("prop_physics_override");
DispatchKeyValue(iEntity, "targetname", "prop");
DispatchKeyValue(iEntity, "model", g_szPropPath[iPropID]);
DispatchKeyValue(iEntity, "solid", "6");
if ( DispatchSpawn(iEntity) )
{
SetEntPropEnt(iEntity, Prop_Send, "m_hEffectEntity", iClient);
TeleportEntity(iEntity, fOrigin, fAngles, NULL_VECTOR);
SetEntProp(iEntity, Prop_Send, "m_usSolidFlags", 152);
SetEntProp(iEntity, Prop_Send, "m_CollisionGroup", 8);
AcceptEntityInput(iEntity, "DisableMotion");
return iEntity;
}
return -1;
}
With this code spawned prop is pretty solid and without "push away" force.