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New Semiclip Method


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Pamaliska
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Join Date: Apr 2006
Location: Edinburgh, UK
Old 04-24-2008 , 10:15   Re: New Semiclip Method
Reply With Quote #11

Running this (with small mod) for over 10 days on a 30/32 Gungame server with almost no prob. Although there are some extremely rare issues: sometimes you go into air with no reason (maybe touching other model); sometimes you stuck for a fraction of a second in a dead model.

Last edited by Pamaliska; 04-24-2008 at 10:17. Reason: you will never quess
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FatalisDK
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Join Date: Mar 2006
Location: bacon
Old 04-25-2008 , 02:02   Re: New Semiclip Method
Reply With Quote #12

One problem with your example .sma. When players die, the plr_solid value is kept and it makes problems with spectating.
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Tsotsi
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Join Date: Apr 2008
Old 05-12-2008 , 05:23   Re: New Semiclip Method
Reply With Quote #13

i have the same problem as pamalisk...only that it's happens a lot more. i played 5-6 rounds and in every round n counter has been stuck in the air.

It's an HNS server...and they can't use kill...but not this is the problem.

Please anyone can fix this or tell me what can i do. i really need a semiclip plugin for my hns server.

thank you
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FatalisDK
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Join Date: Mar 2006
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Old 05-12-2008 , 05:27   Re: New Semiclip Method
Reply With Quote #14

That's caused by the problem I described.
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Tsotsi
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Join Date: Apr 2008
Old 05-15-2008 , 14:00   Re: New Semiclip Method
Reply With Quote #15

can someone fix this? or it can't be fixed? or someone could tell me a working semiclip plugin? i want this for my hns server..and semiclip to work only with teammates.
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[X]-RayCat
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Join Date: Sep 2006
Old 05-16-2008 , 16:22   Re: New Semiclip Method
Reply With Quote #16

Quote:
Originally Posted by Tsotsi View Post
can someone fix this? or it can't be fixed? or someone could tell me a working semiclip plugin? i want this for my hns server..and semiclip to work only with teammates.
If i understood correctly what FatalisDK, you must make player unsolid when he dies.
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Pamaliska
Senior Member
Join Date: Apr 2006
Location: Edinburgh, UK
Old 05-19-2008 , 11:41   Re: New Semiclip Method
Reply With Quote #17

Somehow it works on a gungame server, but default cs with friendly fire enabled is a nightmare (people become airborne too often).
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hazard1337
Senior Member
Join Date: Sep 2006
Old 05-23-2008 , 09:49   Re: New Semiclip Method
Reply With Quote #18

It depends which one you are using, if you are using the one where he chose all but 1 player to be semi-clipped, then it could be picking that dead player, unlesss you set it to check for if they are dead/spectating.

The problem with the airborne thing could be that its registering when to clip and unclip too many times a second, a glitch with 1.6 is that it'll just push you away until you're in open space again, so it might be pushing against nothing or another player or even bullets.

I'm just going off of assumptions, I have no real experience with how entities react to each other in 1.6. This is nice code though, btw.
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FatalisDK
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Old 05-23-2008 , 09:53   Re: New Semiclip Method
Reply With Quote #19

Quote:
Originally Posted by hazard1337 View Post

The problem with the airborne thing could be that its registering when to clip and unclip too many times a second, a glitch with 1.6 is that it'll just push you away until you're in open space again, so it might be pushing against nothing or another player or even bullets
Wrong, it happens when someone who is incorrectly set to solid is spectating someone.
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hazard1337
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Join Date: Sep 2006
Old 05-23-2008 , 09:59   Re: New Semiclip Method
Reply With Quote #20

So a simple solution would be to simply check if they are dead, then set their model to noclip?
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