- Mar 2, 2018
- 124
- 4
*SOLVED (sort of) apparently you have to fire an addoutput with "solid 0" using a logic_auto idk why that is but that's how I got the collisions disabled.
So I have this entity in my map and everything's working as intended except for collisions and dismounting, the player has to kill themselves to dismount and even though I've set the Collisions aka "solid" keyvalue to 0 the vehicle still collides with the world. my guess is that it just inherits the prop_static keyvalues and ignores some of them including the "solid" one.
So, is it possible to somehow disable the collisions, perhaps using a logic_collision_pair on the vehicle and the worldspawn / world_items entities and having an option to dismount without "kill" or "explode".
Also, a warning to those who see this thread in the future and use this entity as well, make sure to lock the vehicle for the first 30~ seconds of the game otherwise players who enter it while "waiting for players" will be teleported to 0 0 0 and will have to relog.
So I have this entity in my map and everything's working as intended except for collisions and dismounting, the player has to kill themselves to dismount and even though I've set the Collisions aka "solid" keyvalue to 0 the vehicle still collides with the world. my guess is that it just inherits the prop_static keyvalues and ignores some of them including the "solid" one.
So, is it possible to somehow disable the collisions, perhaps using a logic_collision_pair on the vehicle and the worldspawn / world_items entities and having an option to dismount without "kill" or "explode".
Also, a warning to those who see this thread in the future and use this entity as well, make sure to lock the vehicle for the first 30~ seconds of the game otherwise players who enter it while "waiting for players" will be teleported to 0 0 0 and will have to relog.
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