Scripted Entity Collision

For some reason when I SetCollisionBounds on my SENT, and use Solid Type SOLID_OBB it doesn’t collide accurately like it’s supposed to, so only partially do you collide with the bounds. How do I fix this? Another question, how would I make it so the entity doesn’t collide with players, but is still triggered by the player with ENT:Touch?

init.lua


AddCSLuaFile("cl_init.lua");
AddCSLuaFile("shared.lua");

include("shared.lua");

function ENT:Use(activator, caller, useType, value)
end

function ENT:Touch(ent)
	print("Test");
end

cl_init.lua


include("shared.lua");

function ENT:Draw()
	self:DrawModel();
	
	render.SetMaterial(Material("materials/vgui/ttt/icon_ak47"));
	render.DrawWireframeBox(self:GetPos(), self:GetAngles(), self:OBBMins(), self:OBBMaxs(), Color(255, 255, 255, 255))
end

shared.lua


ENT.Type = "anim";
ENT.Base = "base_gmodentity";
ENT.PrintName = "Claymore";
ENT.Author = "Red-XIII";
ENT.Contact = "Red-XIII@outlook.com";
ENT.Spawnable = true;
ENT.AdminSpawnable = true;

function ENT:Initialize()
	if SERVER then
		self:SetTrigger(true);
	end

	self:SetModel(Model("models/cod4/weapons/claymore/cod4_claymore_planted.mdl"));
	self:PhysicsInit(SOLID_OBB);
	self:SetMoveType(MOVETYPE_NONE);
	self:SetSolid(SOLID_OBB);
	
	--self:SetCollisionGroup(COLLISION_GROUP_DEBRIS);
	self:SetCollisionBounds(Vector(0, -30, 0), Vector(70, 30, 20))
	
	local phys = self:GetPhysicsObject();
	if (phys:IsValid()) then
		phys:Wake();
	end
end

function ENT:Think()
	self:NextThink(CurTime());
	return true;
end

[lua] self:SetNotSolid(true)
self:SetTrigger(true)
self:SetCollisionBounds(mins, maxs)
self:UseTriggerBounds(true)[/lua]

Thats how I do it for my trigger entities.

Thank you!