Raised This Month: $51 Target: $400
 12% 

Creating solid entity [CS:GO]


  
 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Author Message
SWRHARD
Junior Member
Join Date: Sep 2019
Old 09-10-2019 , 11:18   Creating solid entity [CS:GO]
Reply With Quote #1

Hi, i have some problems with adding a solid entity.
I have this code:

Code:
public Action Build(int client, const char[] command, int argc) {
    int index = CreateEntityByName("prop_dynamic");
	if(index > -1) {
	    SetEntityModel(index, TEST_ENTITY);
	   	SetEntProp(index, Prop_Send, "m_nSolidType", 4);
		SetEntProp(index, Prop_Data, "m_CollisionGroup", 18);
		AcceptEntityInput(index, "EnableCollision" );
        DispatchSpawn(index);

        SDKHook(index, SDKHook_OnTakeDamage, TakeDamageFunc);
...
	}
	return Plugin_Handled;
}
Problem: i can hit my created entity, it works so good, but i also can walk through this model, but i want to forbid this.
I try to use all values for solid type
Code:
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,
};
and for collision group:

Code:
enum Collision_Group_t
{
	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,	// Doors that the player shouldn't collide with
	COLLISION_GROUP_DISSOLVING,		// Things that are dissolving are in this group
	COLLISION_GROUP_PUSHAWAY,		// 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
};
can u help me with it, thanks

Last edited by SWRHARD; 09-10-2019 at 11:19.
SWRHARD is offline
 



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 14:43.


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