Why is this nonsolid to players?

[lua]
function ENT:SpawnFunction( ply, tr )
if ( !tr.Hit ) then return end
local SpawnPos = tr.HitPos + tr.HitNormal + Vector(0,0,100)
local ent = ents.Create( self.Classname )
ent:SetPos( SpawnPos )
ent:SetOwner(ply)
ent:Spawn()
return ent
end

function ENT:Initialize()
self.Entity:SetModel(“models/props/futbol_dispenser.mdl”)
self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetCollisionGroup(COLLISION_GROUP_NONE)
self.Entity:SetPos(self.Entity:GetPos())
–if SERVER then
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
local phys = self.Entity:GetPhysicsObject()
if phys:IsValid() then
phys:SetMass(0.5)
phys:Wake()
–end
end
end
[/lua]

Haven’t any idea why this lets players just walk through.

SetCollisionGroup(COLLISION_GROUP_NONE)

Of course it doesn’t collide.

I removed it, still nothing.

COLLISION_GROUP_NONE – This is the default collision group, collides with static and dynamic

Doesn’t using Entity:SetOwner() disable collisions between said player, and the ent?

Perhaps see how your prop protection handles owners, and then set it like that.

Entity:SetNWString(“owner”, ply) or Entity.Owner = ply perhaps.

Try COLLISION_GROUP_INTERACTIVE

[editline]19th May 2011[/editline]

Didn’t notice that, but yes. Entities do not collide with their owner (As normally owned entities are weapons, and having weapons collide with players would be problematic)

o_o Thanks!