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[CS:GO] Jelly collisions on ShouldCollide


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xbatista
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Join Date: Mar 2008
Location: Lithuania
Old 03-04-2016 , 11:11   [CS:GO] Jelly collisions on ShouldCollide
Reply With Quote #1

Hi,
maybe someone knows good collisiongroup and contentmask for player collisions?
Because when I touch the player it stops for 0.5 second and then goes through a little bit like jelly, what slows colliding player.
PHP Code:
public bool onShouldCollide(int entityint collisiongroupint contentsmaskbool result 
{
    if (
shouldCollide[entity]) {
        
//collisiongroup = 0;
        //contentsmask = MASK_PLAYERSOLID_BRUSHONLY;
        
result false;
        return 
false;
    }

    
result true;
    return 
true;

P.S. mp_solid_teammates works very well, so any possible way to do like that...
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Last edited by xbatista; 03-04-2016 at 11:13.
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xbatista
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Old 03-04-2016 , 11:36   Re: [CS:GO] Jelly collisions on ShouldCollide
Reply With Quote #2

It seems that this is better:
collisiongroup = 8 or 2;
contentsmask = MASK_PLAYERSOLID;

But still jelly, any ideas?
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Last edited by xbatista; 03-04-2016 at 12:24.
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keygens
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Join Date: Mar 2010
Location: Somewhere
Old 03-04-2016 , 13:58   Re: [CS:GO] Jelly collisions on ShouldCollide
Reply With Quote #3

Quote:
Originally Posted by xbatista View Post
It seems that this is better:
collisiongroup = 8 or 2;
contentsmask = MASK_PLAYERSOLID;

But still jelly, any ideas?
Also trying to solve this problem so long time. Only sendproxy extension can solve this problem. Use it for m_CollisionGroup. But you will have too much lags with it - eat so much more resource. What i found also. When you in collide with player or partner - you and partner or teammate have prop_debris properties of collision. That it what i found in source code of engine. Maybe need to rewrite or add collisiongroup in collisionhook extension. If you can do this, let me know.
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xbatista
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Old 03-04-2016 , 14:25   Re: [CS:GO] Jelly collisions on ShouldCollide
Reply With Quote #4

Quote:
Originally Posted by keygens View Post
Also trying to solve this problem so long time. Only sendproxy extension can solve this problem. Use it for m_CollisionGroup. But you will have too much lags with it - eat so much more resource. What i found also. When you in collide with player or partner - you and partner or teammate have prop_debris properties of collision. That it what i found in source code of engine. Maybe need to rewrite or add collisiongroup in collisionhook extension. If you can do this, let me know.
Yes that is weird that mp_solid_teammates works better than shouldCollide hook or function m_CollisionGroup.

Quote:
Maybe need to rewrite or add collisiongroup in collisionhook extension. If you can do this, let me know.
Sorry misunderstood, what can I do?

EDIT: Collision works fine without glitches if you setTransmit hook on certain player. For example:
I'm CT and I can't see Terrorist, so I'm colliding fine without jelly glitches.
I'm Terrorist and I can see CT, there will be jelly glitch!
(So if someone can't see other players and has set on it SetTransmit, then it will collide like loaf through butter)
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Last edited by xbatista; 03-04-2016 at 15:28.
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headline
SourceMod Moderator
Join Date: Mar 2015
Old 03-04-2016 , 15:57   Re: [CS:GO] Jelly collisions on ShouldCollide
Reply With Quote #5

It's because of a client's predictions. You will have to use SendProxy
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keygens
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Join Date: Mar 2010
Location: Somewhere
Old 03-04-2016 , 16:16   Re: [CS:GO] Jelly collisions on ShouldCollide
Reply With Quote #6

Quote:
Originally Posted by xbatista View Post
Yes that is weird that mp_solid_teammates works better than shouldCollide hook or function m_CollisionGroup.

Sorry misunderstood, what can I do?

EDIT: Collision works fine without glitches if you setTransmit hook on certain player. For example:
I'm CT and I can't see Terrorist, so I'm colliding fine without jelly glitches.
I'm Terrorist and I can see CT, there will be jelly glitch!
(So if someone can't see other players and has set on it SetTransmit, then it will collide like loaf through butter)
Get collisionhook extension (source code) from this forum. Need to rewrite it, and add collisiongroup function to forward of collisionhook for manipulate it with players. Better if will be added contentsmask and collisiongroup into forward. For understanding what i say:
Original forward of collisionhook extension:

forward Action:CH_PassFilter( ent1, ent2, &bool:result );

Need to add collisiongroup and contentmask to it and compile extension:


forward Action:CH_PassFilter( ent1, ent2, contentmask,
collisiongroup, &bool:result );

I just can't do this, because know really bad c++.
P.S After that, we can switch collisiongroup and mask between two entities.


Last edited by keygens; 03-04-2016 at 16:29.
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xbatista
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Old 03-04-2016 , 16:50   Re: [CS:GO] Jelly collisions on ShouldCollide
Reply With Quote #7

Same here I'm not C++ programmer, I know only basics
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