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Unsticking players


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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 07-28-2011 , 15:35   Unsticking players
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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.
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Peace-Maker
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Join Date: Aug 2008
Location: Germany
Old 07-28-2011 , 16:33   Re: Unsticking players
Reply With Quote #2

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
If you only change it while being stuck and stop when they're seperated again, it may work.
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blodia
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Join Date: Sep 2009
Location: UK
Old 07-28-2011 , 18:28   Re: Unsticking players
Reply With Quote #3

tracehull using the players bbox as the hull to check if another client is within it.
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DarkEnergy
SourceMod Donor
Join Date: Apr 2008
Location: Georgia Tech, MSECE
Old 07-28-2011 , 23:49   Re: Unsticking players
Reply With Quote #4

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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Peace-Maker
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Join Date: Aug 2008
Location: Germany
Old 07-29-2011 , 11:36   Re: Unsticking players
Reply With Quote #5

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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Greyscale
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Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 07-29-2011 , 20:57   Re: Unsticking players
Reply With Quote #6

Quote:
The code can flawlessly detect when 2 or more players become stuck within a frame of it happening.

Peace-Maker, I will try that out. I'm just skeptical of how safe it is to do that.
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