Yes, "ObjectTemplate.addToCollisionGroup c_CGProjectiles" is used by fences, ladders, barbwire, etc. to allow you to shoot through objects while not allowing you to walk through them. As to having the bullet continue through is quite a bit more involved, and ain't gonna happen server side. One way is to emit a projectile from an effect bundle in a similar manner in which the PT boats emit a life raft when destroyed. Use the blood effect bundle (it's the 0,0,0 location of the bullet hit) to call an effect which emits an object; a bullet geometry in this case. It's limited, because it's the same bullet emitted from every blood hit which causes the same amount of damage depending on the 'material' of the bullet. I've had some pretty good success using that same approach creating rain drop and waterfall emitters. They spew off a random number of particles which have a unique material number, cause zero damage, but generate various splash effects depending on what surface they hit. It can all be done, all you need is the time...
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