I'm having trouble getting two triggers to collide. Now I know triggers do not collide with each other, so if there is an alternative for my problem then it'd be greatly appreciated.
This mod is a continuation of the officially dead Sourceforts mod.
In Sourceforts the flag is actually a rollermine ball and when dropped becomes physics enabled. Now the player must be able to collide with the flag and trigger a collision, but not actually feel it. The enemy flag should not feel solid to player. To fulfill this requirement, I use game triggers.
The disposer (the disposer removes blocks, players, flags, etc. that touch it) has the same property. The player should collide, but not feel or see the collision.
However, the disposer must also dispose flags!! But they're both triggers! And triggers do not collide with each other.
How do I get the flag and disposer to collide?
Unfortunately, the source code is spread across many files... D:
http://bitbucket.org/hekar/luminous-forts-openbase/src/cbea6eb5295b/diff_patch/src/game/server/Mod/CFlagClassic.cpp
http://bitbucket.org/hekar/luminous-forts-openbase/src/cbea6eb5295b/diff_patch/src/game/server/Mod/CFlagClassic.h
http://bitbucket.org/hekar/luminous-forts-openbase/src/cbea6eb5295b/diff_patch/src/game/server/Mod/CFlagBase.cpp
http://bitbucket.org/hekar/luminous-forts-openbase/src/cbea6eb5295b/diff_patch/src/game/server/Mod/CFlagBase.h
http://bitbucket.org/hekar/luminous-forts-openbase/src/cbea6eb5295b/diff_patch/src/game/server/Mod/CDisposerBase.cpp
http://bitbucket.org/hekar/luminous-forts-openbase/src/cbea6eb5295b/diff_patch/src/game/server/Mod/CDisposerBase.h
http://bitbucket.org/hekar/luminous-forts-openbase/src/cbea6eb5295b/diff_patch/src/game/server/Mod/CDisposerClassic.cpp
http://bitbucket.org/hekar/luminous-forts-openbase/src/cbea6eb5295b/diff_patch/src/game/server/Mod/CDisposerClassic.h