NoClip without flying
Good Morning,
I have been playing around with noclip on players. This code: set_pev(entity,pev_movetype,MOVETYPE_NOCLIP) does the job. However, is it possible that a player has noclip but without allowing him to fly around or go underground? In other words, Is it possible to allow a player to walk through walls but without flying or going underground? All I'm aiming for is a player that can walk through walls or any solid entity yet he cannot fly or go under the ground. Any suggestions/help would be appreciated :) |
Re: NoClip without flying
No possible, also when you are in a wall, there is no floor anymore, so would allow players to go out from wall and ot be in the ground.
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Re: NoClip without flying
hmmm.. Yep that's true.. Alright what would happen if i set a timer for it? Players would go underground and after 20 seconds for example, i set the normal MOVETYPE_WALK mode. But my question is, what would happen if I set it to the normal walk mode while players are underground? Would they automatically be brought up to the ground?
Edit: after searching the forums, i found out that players need to be placed on the ground when semiclip is off. Can anyone please tell me how I can place any player on the ground? Edit 2: Nevermind what I wrote above in this reply, I found what im looking for. Now the question is.. When fly mode is on, the aim really gets hard.. It becomes very hard to shoot a target while flying.. anything to make aiming easier only in flying mode? Final Update: I found a solution.. ConnorMcLeod, pokemonmaster, YamiKaitou Thanks for your help guys :) |
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Re: NoClip without flying
pokemonmaster solution to which problem exactly? I've been through several problems.. which one are you refering to?
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Re: NoClip without flying
The solution to the problem stated in the first post
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Re: NoClip without flying
Well, as everyone said, a practical solution for my first problem wasn't possible. So I decided to control the noclip mode with a timer; like set a timer on noclip to last for only x amount of seconds and then everything goes back to the MOVETYPE_WALK mode. This way, I'll make sure no players would hide underground somewhere in the map until the end of the round making it a very long boring round.
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