Raised This Month: $ Target: $400
 0% 

[CS:GO] Spawned prop push away player


  
 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Author Message
Reiko1231
Member
Join Date: Apr 2013
Location: Russia
Old 08-01-2013 , 05:13   [CS:GO] Spawned prop push away player
Reply With Quote #1

I spawn prop with this code:
Code:
SpawnProp(iClient, iPropID, Float:fOrigin[3], Float:fAngles[3])
{
	new iEntity = CreateEntityByName("prop_dynamic");
	
	DispatchKeyValue(iEntity, "model", g_szPropPath[iPropID]);
	DispatchKeyValue(iEntity, "targetname", "prop");
	DispatchKeyValue(iEntity, "solid", "6");
	DispatchKeyValueVector(iEntity, "origin", fOrigin);
	DispatchKeyValueVector(iEntity, "angles", fAngles);
	DispatchSpawn(iEntity);
	
	SetEntProp(iEntity, Prop_Data, "m_CollisionGroup", 17);
	
	AcceptEntityInput(iEntity, "DisableShadow");
	
	SetEntPropEnt(iEntity, Prop_Send, "m_hOwnerEntity", iClient);
	return iEntity;
}
but prop, spawned with this code, push away player, when he come close.
If I change m_CollisionGroup from 0 to 50 (I tried it all), prop become unsolid in all case, except 17.
Is here any way to make prop solid and remove push away force?

Btw, this code without SetEntProp(iEntity, Prop_Data, "m_CollisionGroup", 17); spawn prop without push away in CS:S, but in CS:GO without this line prop spawned unsolid.

P.S. Sorry for bad language.


Problem Solved:
1. SetEntPropEnt(iEntity, Prop_Send, "m_hOwnerEntity", iClient); - I don't know why, but this line ruined all code before. I replace that with:
SetEntPropEnt(iEntity, Prop_Send, "m_hEffectEntity", iClient);.
2. SetEntProp(iEntity, Prop_Send, "m_usSolidFlags", 152); - don't know what is it, but it works
SetEntProp(iEntity, Prop_Send, "m_CollisionGroup", 8 ); - collusion group like a player
3. Full Code:
Code:
SpawnProp(iClient, iPropID, Float:fOrigin[3], Float:fAngles[3])
{
	new iEntity = CreateEntityByName("prop_physics_override"); 
	DispatchKeyValue(iEntity, "targetname", "prop");
	DispatchKeyValue(iEntity, "model", g_szPropPath[iPropID]);
	DispatchKeyValue(iEntity, "solid", "6");
		
	if ( DispatchSpawn(iEntity) ) 
	{
		SetEntPropEnt(iEntity, Prop_Send, "m_hEffectEntity", iClient);
		TeleportEntity(iEntity, fOrigin, fAngles, NULL_VECTOR); 
		SetEntProp(iEntity, Prop_Send, "m_usSolidFlags",  152);
		SetEntProp(iEntity, Prop_Send, "m_CollisionGroup", 8);
		AcceptEntityInput(iEntity, "DisableMotion");
		
		return iEntity;
	}
	
	return -1;
}
With this code spawned prop is pretty solid and without "push away" force.

Last edited by Reiko1231; 10-30-2013 at 10:28. Reason: Problem Solved
Reiko1231 is offline
 


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 13:42.


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