Unsticking players
Methods ruled out:
-Changing collision groups. Reason: Changing collision groups on colliding entities seems to be triggering some weird engine bug in some servers possibly also on certain maps. -ShouldCollide Reason (2 actually): 1. Once you start returning false in the hook anyone can walk through them. So it can allow players to exploit by clusterfucking together. Reason 1 doesn't sound too bad, but here's reason 2. You are invincible when shouldcollide returns false. So now we have invincible clusterfucks. Bad. The code can flawlessly detect when 2 or more players become stuck within a frame of it happening. Shoot some ideas at me, anything is appreciated. |
Re: Unsticking players
Changing the bbox of the players worked for player-player collisions. It only crashed the server when moving around too long with the changed bounds. Try to change it to like 1x1x1 boxes:o
If you only change it while being stuck and stop when they're seperated again, it may work. |
Re: Unsticking players
tracehull using the players bbox as the hull to check if another client is within it.
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Re: Unsticking players
hull trace is the best bet, but i found it doesnt prevent 100% of stuck-ing locations. (it worked properly 100% in cs1.6)
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Re: Unsticking players
I think the problem wasn't how to detect if players are stuck within other players, but how to unstick them, if they are stuck.
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Re: Unsticking players
Quote:
Peace-Maker, I will try that out. I'm just skeptical of how safe it is to do that. |
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