Quote:
Originally Posted by friagram
@sarysa
A better way is to just change their buttons with runcmd and alter the VEL... use bitwise to remove ad keys or whatever.. which is what I use. It prevents them from doing any movement or stopping it also. Of course there's gonna be some CSP problems. If you do the taunt thing you can change the speed, you just gotta do it on a think post, or add velocity to them constantly, also probably on something like a think post.
also, stops copies me.
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Actually Friagram, people can get out of your version. I've also noticed people can stop taunting and then spam attacks or duck jumps or something to keep from taunting again...it's fickle but it works in some cases, like an engie can bang their wrench on a building and for whatever reason it keeps the force taunt (square dance and conga on VSP) from working. A jumping scout is also more or less immune...I was able to navigate to goomba position (soda popper) and goomba'd the boss 4 times while everyone else (including the boss) was square dancing in one instance.
There seems to be a considerable amount of privilege that the client gets re: movement. The server can only do so much which is why I lock the user's perspective like I do so I can at least stop the rocks from hard-turning. The same would apply to vehicles if turn speed were ever opened up.
And I do change the buttons in my version, but I've also done things like give the rocks -100% jump height to minimize the way players can escape the taunt. Also gave melee 100% damage penalty.
re: altering the vel, I'm guessing from my scout instance that you might not be doing that properly. You have to both alter the velocity vector (SetEntPropVector) -and- teleport the entity. I made a quicky glide rage (as an alternative to Flutterbat's parachute which couldn't be scaled/limited) and I noticed I had to modify both for this otherwise simple m_vecVelocity[2] < something capping ability to work.
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