Raised This Month: $32 Target: $400
 8% 

Stopping a physprop from rolling


Post New Thread Reply   
 
Thread Tools Display Modes
Mitchell
~lick~
Join Date: Mar 2010
Old 01-15-2014 , 17:18   Re: Stopping a physprop from rolling
Reply With Quote #11

Quote:
Originally Posted by MikeJS View Post
I have that already :p
i menat to change it to 5
Mitchell is offline
blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 01-15-2014 , 18:12   Re: Stopping a physprop from rolling
Reply With Quote #12

try sdkhooks shouldcollide
blodia is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 01-15-2014 , 22:41   Re: Stopping a physprop from rolling
Reply With Quote #13

Quote:
Originally Posted by blodia View Post
try sdkhooks shouldcollide
but... a playerclip is a brush...
Mitchell is offline
blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 01-16-2014 , 06:45   Re: Stopping a physprop from rolling
Reply With Quote #14

what you do think bomb zones and buy zones in cs are? just check the contents mask(shouldcollide gives you this) of the collided entity to see if it contains CONTENTS_PLAYERCLIP then try changing the result.
blodia is offline
MikeJS
Senior Member
Join Date: Nov 2008
Old 01-16-2014 , 06:59   Re: Stopping a physprop from rolling
Reply With Quote #15

playerclips are stored in the brushes lump, not as entities.

https://developer.valvesoftware.com/..._and_brushside
__________________
MikeJS is offline
MikeJS
Senior Member
Join Date: Nov 2008
Old 01-16-2014 , 07:08   Re: Stopping a physprop from rolling
Reply With Quote #16

Hm I did some googling: "Otherwise CBaseEntity::m_CollisionGroup determines which other entities will collide with this one" (https://developer.valvesoftware.com/...lisionProperty)

Looks no good :<
__________________
MikeJS is offline
KissLick
Veteran Member
Join Date: Nov 2012
Location: void
Old 01-16-2014 , 08:17   Re: Stopping a physprop from rolling
Reply With Quote #17

And what about SetEntityMoveType ?
KissLick is offline
MikeJS
Senior Member
Join Date: Nov 2008
Old 01-17-2014 , 03:07   Re: Stopping a physprop from rolling
Reply With Quote #18

Quote:
Originally Posted by KissLick View Post
And what about SetEntityMoveType ?
Entities only like vphysics apparently :<
__________________
MikeJS is offline
blodia
Veteran Member
Join Date: Sep 2009
Location: UK
Old 01-17-2014 , 14:38   Re: Stopping a physprop from rolling
Reply With Quote #19

only physics entities have issues with none vphysics movetype/solid.

player clips may be stored in the bsp but things like raytraces can still find out what parts of the world are solid or transparent etc, just try hooking shouldcollide for the prop and have it display what entities its colliding with on screen and send it through the player clip and see if it displays anything.

only other option is to look through the hl2 sdk and find out how player clips determine which entities are players/props and try and recreate that in sourcemod.
blodia is offline
MikeJS
Senior Member
Join Date: Nov 2008
Old 01-18-2014 , 06:16   Re: Stopping a physprop from rolling
Reply With Quote #20

ShouldCollide isn't detecting collisions with the world.

Hull traces can do it but I was hoping I wouldn't have to do it like that.
__________________
MikeJS is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:05.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode