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Players still get stuck sometimes, with anti-stick on


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Grey Echo
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Join Date: Nov 2008
Location: United States
Old 09-07-2009 , 15:50   Players still get stuck sometimes, with anti-stick on
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Even with the new Anti-Stick system, my clients still sometimes get stuck in one another when they spawn. There doesn't appear to be any sort of workaround other than to disable Anti-Stick and enable NoBlock, but then the physics problems appear to happen more often and players cannot stack to get to certain areas of the map. Any ideas?
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rhelgeby
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Join Date: Oct 2008
Location: 0x4E6F72776179
Old 09-07-2009 , 20:04   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #2

Don't know. You're lucky that you don't get bouncing props with anti-stick. Since once we turn it on we get bouncing props pretty quickly.

If players get stuck in eachother on spawn it sounds like too few spawn slots in the map. But there isn't any reason why anti-stick shouldn't kick in at that time. :S

Greyscale is the expert on this feature, and he mentioned that clollision detection sometimes doesn't work because of the way it's detected (square boxes). He gotta explain this since I'm not sure about this.
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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Last edited by rhelgeby; 09-07-2009 at 20:07.
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 09-07-2009 , 23:22   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #3

If the client is completely stuck in the other, there should be no problems. On my server the collision detection is flawless. But on others it seems sometimes it either falsely detects collisions, or doesn't catch some collisions.

Not sure what the variable is. Maybe tickrate. But in your case I have on idea what's going on. If there is an antistick.dat in sourcemod/data delete it and start your server. If that doesn't work I'm not sure what the problem could be.

That file is most likely going to be truncated as we found out that it is more or less worthless. All models are the same.
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Grey Echo
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Join Date: Nov 2008
Location: United States
Old 09-08-2009 , 10:38   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #4

Is that antistick.dat file supposed to contain any information? Mine only contains the following:

Quote:
"antistick"
{
}
I'll try what you said though about deleting it and restarting, I'm just curious.
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rhelgeby
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Old 09-08-2009 , 13:23   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #5

No. Only if collision hull on models is set to something else than 32 units it might not work. Since it's empty, all models will use default (32).
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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Greyscale
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Join Date: Dec 2007
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Old 09-08-2009 , 19:16   Re: Release: Zombie:Reloaded 3.0 Beta 1
Reply With Quote #6

Then deleting it won't help. :/

I was thinking maybe you tinkered with the commands out of curiosity and something got screwed up.

So if you teleport someone into your origin (100% colliding with you) does it do anything?

You have some programming experience obviously, maybe you can go into antistick.inc and add some debug messages to see where it's stopping at?
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