For some reason, the soccer ball makes the world shake every time it hits the world, so I can't really use it.
The bday gib is shaped like a circular cake.
The problem is that neither of these will contact players - they just move through them. Ideally, I want them to be able to trigger Touch functions on players, and still move through them.
enum // Collision_Group_t in const.h
{
COLLISION_GROUP_NONE = 0,
COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff
COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers
COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris
COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris
COLLISION_GROUP_PLAYER,
COLLISION_GROUP_BREAKABLE_GLASS,
COLLISION_GROUP_VEHICLE,
COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for
// TF2, this filters out other players and CBaseObjects
COLLISION_GROUP_NPC, // Generic NPC group
COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle
COLLISION_GROUP_WEAPON, // for any weapons that need collision detection
COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement
COLLISION_GROUP_PROJECTILE, // Projectiles!
COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors
COLLISION_GROUP_PASSABLE_DOOR, // ** sarysa TF2 note: Must be scripted, not passable on physics prop (Doors that the player shouldn't collide with)
COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
COLLISION_GROUP_PUSHAWAY, // ** sarysa TF2 note: I could swear the collision detection is better for this than NONE. (Nonsolid on client and server, pushaway in player code)
COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player.
COLLISION_GROUP_NPC_SCRIPTED, // USed for NPCs in scripts that should not collide with each other
LAST_SHARED_COLLISION_GROUP
};
enum // SolidFlags_t
{
FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests
FSOLID_CUSTOMBOXTEST = 0x0002, // Ignore solid type + always call into the entity for swept box tests
FSOLID_NOT_SOLID = 0x0004, // Are we currently not solid?
FSOLID_TRIGGER = 0x0008, // This is something may be collideable but fires touch functions
// even when it's not collideable (when the FSOLID_NOT_SOLID flag is set)
FSOLID_NOT_STANDABLE = 0x0010, // You can't stand on this
FSOLID_VOLUME_CONTENTS = 0x0020, // Contains volumetric contents (like water)
FSOLID_FORCE_WORLD_ALIGNED = 0x0040, // Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS
FSOLID_USE_TRIGGER_BOUNDS = 0x0080, // Uses a special trigger bounds separate from the normal OBB
FSOLID_ROOT_PARENT_ALIGNED = 0x0100, // Collisions are defined in root parent's local coordinate space
FSOLID_TRIGGER_TOUCH_DEBRIS = 0x0200, // This trigger will touch debris objects
FSOLID_MAX_BITS = 10
};
enum //SolidType_t
{
SOLID_NONE = 0, // no solid model
SOLID_BSP = 1, // a BSP tree
SOLID_BBOX = 2, // an AABB
SOLID_OBB = 3, // an OBB (not implemented yet)
SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw
SOLID_CUSTOM = 5, // Always call into the entity for tests
SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
SOLID_LAST,
};
public Action:OnSpectreSlimeTouch(iSlime, iOther)
{
if (IsLivingPlayer(iOther))
{
CPrintToChdata("slimeball hits %N", iOther); // THIS NEVER FIRES, NO MESSAGE PRINTS
}
return Plugin_Continue;
}
Merasmus is his full name. All he has are those bombs in terms of physics models... I don't know if they even really collide with players or if they just rely on the explosions they spam everywhere.
And how is playing as a spectator supposed to have anything to do at all with this?
And tf_avoidteammates only affects player vs player collision, not player vs anything else, plus I already have tf_avoidteammates set to a value I want it to for game balance.
Merasmus is his full name. All he has are those bombs in terms of physics models... I don't know if they even really collide with players or if they just rely on the explosions they spam everywhere.
And how is playing as a spectator supposed to have anything to do at all with this?
And tf_avoidteammates only affects player vs player collision, not player vs anything else, plus I already have tf_avoidteammates set to a value I want it to for game balance.
You can hook the touch, If he plays on team spectator as a bot, he doesn't have friendly players that he can't shoot them, look into cores of characters that already got it, and look https://forums.alliedmods.net/showthread.php?t=231340
This is the best way to look how other plugins works.
In my case, a slime ball that detects flying through the player, and if so, its velocity zeros out so it drops on the floor in place. It should not be able to block the player's movement or stutter them for a moment at all.
Sonic wave attack
Railgun
A ghost "Boo" familiar that can follow people around.
You can hook the touch, If he plays on team spectator as a bot, he doesn't have friendly players that he can't shoot them, look into cores of characters that already got it, and look https://forums.alliedmods.net/showthread.php?t=231340
This is the best way to look how other plugins works.
Whatever the heck you are talking about sounds completely off topic. I'm not looking to make spectators playable.
And it's already easy to set up player vs player collision. However models can have physics properties compiled into them and I'm trying to learn more about that, and why I can't get custom spawned props to detect sdkhook touch hooks with them, etc.