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Noclip question


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rack
Junior Member
Join Date: Mar 2004
Location: sweden
Old 06-29-2004 , 01:20   Noclip question
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is there any way of making some kind of noclip that only affects players v.s. players and not players v.s. walls/floor etc.?
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BAILOPAN
Join Date: Jan 2004
Old 06-29-2004 , 01:25  
Reply With Quote #2

Yes, check const.h for solidity and movement constants... I'm sure it's possible
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Ryan
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Join Date: May 2004
Location: NH, USA
Old 06-29-2004 , 01:44  
Reply With Quote #3

I have tried to do this many times in my War3 mod for undead so they don't get stuck behind slower players, and have had no luck. The players may have their solid types set to passable, but their min/max values (hit boxes) still get players caught up on them. At least I think this is what is causing the problems.

I'm still experimenting, though.
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rack
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Join Date: Mar 2004
Location: sweden
Old 06-29-2004 , 11:10  
Reply With Quote #4

ok... thanks!
I'll play around with it.
Ryan: what have you managed to do? and what did'nt work?
I don't quiet understand.
Since I want to use this for a jump-server so everyone can jump in their own speed without blocking each other I'm not sure the hitboxed matter.
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rack
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Old 06-29-2004 , 22:23  
Reply With Quote #5

Quote:
Originally Posted by BAILOPAN
Yes, check const.h for solidity and movement constants... I'm sure it's possible
what should I look for?
and @ what level will the code be? a C/C++ module/dll or sma/amx/SMALL?

i've been writing some small-scripts and i'm used to c/c++ too but i'm not used to read others code...

edit:
as I understand it i'll write a metamod plugin that change those settings right?
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Ryan
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Join Date: May 2004
Location: NH, USA
Old 06-30-2004 , 04:07  
Reply With Quote #6

no you can simply use the engine include to change a number of entity properties.

look at the entity_set_ and entity_get_ functions.

the properties you are looking to change are these..

Code:
#define SOLID_NOT       0       /* no interaction with other objects */ #define SOLID_TRIGGER       1       /* touch on edge, but not blocking */ #define SOLID_BBOX      2       /* touch on edge, block */ #define SOLID_SLIDEBOX      3       /* touch on edge, but not an onground */ #define SOLID_BSP       4       /* bsp clip, touch on edge, block */ #define MOVETYPE_NONE       0       /* never moves */ #define MOVETYPE_ANGLENOCLIP    1 #define MOVETYPE_ANGLECLIP  2 #define MOVETYPE_WALK       3       /* Player only - moving on the ground */ #define MOVETYPE_STEP       4       /* gravity, special edge handling -- monsters use this */ #define MOVETYPE_FLY        5       /* No gravity, but still collides with stuff */ #define MOVETYPE_TOSS       6       /* gravity/collisions */ #define MOVETYPE_PUSH       7       /* no clip to world, push and crush */ #define MOVETYPE_NOCLIP     8       /* No gravity, no collisions, still do velocity/avelocity */ #define MOVETYPE_FLYMISSILE 9       /* extra size to monsters */ #define MOVETYPE_BOUNCE     10      /* Just like Toss, but reflect velocity when contacting surfaces */ #define MOVETYPE_BOUNCEMISSILE  11      /* bounce w/o gravity */ #define MOVETYPE_FOLLOW     12      /* track movement of aiment */ #define MOVETYPE_PUSHSTEP   13      /* BSP model that needs physics/world collisions (uses nearest hull for world collision) */
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rack
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Old 06-30-2004 , 05:57  
Reply With Quote #7

thx!
i'll play around a little then!
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rack
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Old 06-30-2004 , 10:32  
Reply With Quote #8

I got it to work, but no hitboxes.
but that does'nt matter on jump-maps.

The only problem I have now is that I cant set it on players when they connect, and it seems to reset when a new round starts.
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