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[L4D2] How To Allow Only Ghost Infected To Move Through An Entity?


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alasfourom
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Join Date: Feb 2022
Location: Saudi Arabia
Old 08-30-2022 , 03:26   [L4D2] How To Allow Only Ghost Infected To Move Through An Entity?
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Hello again,

I know about these values, but still not sure how to make that barrier only solid to SI and Survivors, while it allow ghost infected to move through it.

PHP 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,
};

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 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
}; 
So what I'm missing?
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