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Switch between solid Models and not solid


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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 04-14-2010 , 10:24   Re: Switch between solid Models and not solid
Reply With Quote #11

prop_physics_override have flag "Debris - Don't collide with the player or other debris"
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blodia
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Join Date: Sep 2009
Location: UK
Old 04-14-2010 , 10:31   Re: Switch between solid Models and not solid
Reply With Quote #12

changing the collision group to 10 should work. this should allow players to walk through them and should also stop the props colliding with bullets/explosions, although i'm sure !00% sure as i fiddled with collision groups years ago.
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Gh0$t
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Join Date: Mar 2010
Location: Germany at 127.0.0.1
Old 04-14-2010 , 12:30   Re: Switch between solid Models and not solid
Reply With Quote #13

Okay can someone now write the result now?
I dont understand and makes me crazy with that amount of results^^
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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 04-15-2010 , 00:10   Re: Switch between solid Models and not solid
Reply With Quote #14

from _I_don't_remember_where_ I remember, what flags writes as sum of bytes.
1st flag - 2 | 2nd flag - 4 | 3rd flag - 8 | Nth flag - 2^N
Debris (for prop_physics_override) is a 3rd flag (how it looks in Hammer)
so
DispatchKeyValue(Ent, "flags", "8");
maybe it works, maybe no...
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Last edited by Leonardo; 04-15-2010 at 00:15.
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Gh0$t
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Join Date: Mar 2010
Location: Germany at 127.0.0.1
Old 04-16-2010 , 12:24   Re: Switch between solid Models and not solid
Reply With Quote #15

Here i found a way in the Noblock plugin.
Can i do that with a ent?
Code:
new g_offsCollisionGroup;
Code:
public OnPluginStart()
{
    g_offsCollisionGroup = FindSendPropOffs("CBaseEntity", "m_CollisionGroup");
}
Code:
Solid:
SetEntData(entity, g_offsCollisionGroup, 5, 4, true);

Not solid:
SetEntData(client, g_offsCollisionGroup, 2, 4, true);
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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 04-16-2010 , 12:27   Re: Switch between solid Models and not solid
Reply With Quote #16

lets try.
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Gh0$t
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Join Date: Mar 2010
Location: Germany at 127.0.0.1
Old 04-16-2010 , 12:28   Re: Switch between solid Models and not solid
Reply With Quote #17

Okay thats good!
Why you dont write exactly that to me as a solution?^^
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Afronanny
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Join Date: Aug 2009
Old 04-17-2010 , 20:17   Re: Switch between solid Models and not solid
Reply With Quote #18

Quote:
Originally Posted by Gh0$t View Post
Okay thats good!
Why you dont write exactly that to me as a solution?^^
Trial and error is the least time-consuming method.

Try the methods people are posting out. If they works, then great. If they don't, then try something else. Everybody who's posted here has tried to help you from their experience. I'm pretty sure they don't want to hold your hand and walk you through each little step, or even worse, do it for you.

Figuring stuff out for yourself will serve you well if you ever get into the much more versatile C++ side of SourceMod, or MetaMod: Source, where you're pretty much on your own as far as figuring out how to do stuff such as, well, basically everything.

If I were you, I'd write test plugins incorporating the knowledge of the people who have posted here to see for yourself. Don't expect other people to do your work for you, so you can claim credit for it later.

Again, the only way you're going to achieve success is trial and error. If it doesn't work, can it. If it does, then post back with your results and what you did so people searching for this in the future have a reference. Better yet, make a post saying what effect each collision group seems to have on the entity.
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D-Skript
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Join Date: Apr 2010
Location: 127.0.0.1
Old 04-17-2010 , 20:39   Re: Switch between solid Models and not solid
Reply With Quote #19

Help will come. Today, tommorow maybe a week or even more. Who knows.
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