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CT and T can go right throu "contaners"


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Dalslandan200
Junior Member
Join Date: Oct 2012
Location: Sweden
Old 11-07-2012 , 07:36   CT and T can go right throu "contaners"
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Hey, i have been having a problem with Block on players. Counter Terrorists and Terrorists can go right through LARGE containers it like stop for 0,5 seconds then you can go right throu... The same is for large silo's that there is in "ZM_lilla panic"... Ive disable'd "Auto stuck" in Zombie reloaded settings, though that would take it away but it didn't now i don't know how to fix it... Help!
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rhelgeby
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Join Date: Oct 2008
Location: 0x4E6F72776179
Old 11-07-2012 , 13:31   Re: CT and T can go right throu "contaners"
Reply With Quote #2

Try turn off sv_turbophysics to see if it's related. If it is, that's how turbo physics work. Some solid objects are non-solid for a short time when they receive damage (prop_physics_multiplayer to be specific). This only happens with turbo physics enabled.

Otherwise, prop_physics_multiplayer objects are non-solid all the time with a small push force that push players out of the object. It's possible to glitch through this by looking straight down and walking/jumping backwards through them.
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Dalslandan200
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Join Date: Oct 2012
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Old 11-08-2012 , 16:48   Re: CT and T can go right throu "contaners"
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If i put the command "sv_turbophysics 0" in server.cfg then if i check in game or console it still is "sv_turbophysics 1" If i put sv_turbophysics 0 in 1 map if i reload the map or change to another it have changed back to "sv_turbophysics 1" again... Ive played these maps on other server's and there they aren't walk-able right through :/

Last edited by Dalslandan200; 11-08-2012 at 16:49.
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Jargon
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Join Date: Jun 2012
Location: Sydney, Australia
Old 11-08-2012 , 16:51   Re: CT and T can go right throu "contaners"
Reply With Quote #4

You will need to put "sm_cvar sv_turbophysics 0" I think, some SM commands need to be prefixed with that to actually change.
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Dalslandan200
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Join Date: Oct 2012
Location: Sweden
Old 11-08-2012 , 17:01   Re: CT and T can go right throu "contaners"
Reply With Quote #5

Still same thing as i told above, it successfully change's "sv_turbophysics to 0 SM says*". But when i reload map or change, it have changed back to "sv_turbophysics 1" again And if i put "sm_cvar sv_turbophysics 0" in server.cfg it still is "sv_turbophysics 1" in-game. Thank's tho

Last edited by Dalslandan200; 11-08-2012 at 17:02.
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rhelgeby
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Old 11-08-2012 , 17:07   Re: CT and T can go right throu "contaners"
Reply With Quote #6

Check the zombiereloaded.cfg file too. It defaults to turn on turbo physics. Just remove the entire line if you have it in server.cfg. It was probably a bad idea to put such cvars in ZR config.
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Last edited by rhelgeby; 11-08-2012 at 17:08.
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Dalslandan200
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Join Date: Oct 2012
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Old 11-08-2012 , 17:19   Re: CT and T can go right throu "contaners"
Reply With Quote #7

I found "sv_turbophysics 1" in zombiereloaded.cfg i removed it there and then only had "sv_turbophysics 0" in server.cfg. Now it finally stays off, but the problem with walk-throu of "containers" and "silos" are still there
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Dalslandan200
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Old 11-08-2012 , 17:22   Re: CT and T can go right throu "contaners"
Reply With Quote #8

If anyone of you would like to join and check it out, join 85.224.221.76:27015 (CSS)

Last edited by Dalslandan200; 11-08-2012 at 18:52.
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Zephyrus
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Join Date: Jun 2010
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Old 11-11-2012 , 14:35   Re: CT and T can go right throu "contaners"
Reply With Quote #9

rhelgeby ive sent you a plugin for this too, even mentioned it in my pm, feel free to share it, im lazy to find it after a win reinstall
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rhelgeby
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Old 11-11-2012 , 18:18   Re: CT and T can go right throu "contaners"
Reply With Quote #10

It's possibly this one. Canges prop_physics_multiplayer into prop_physics. Made by Zephyrus.
Attached Files
File Type: sp Get Plugin or Get Source (propchanger.sp - 280 views - 1.1 KB)
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Richard Helgeby

Zombie:Reloaded | PawnUnit | Object Library
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Last edited by rhelgeby; 11-11-2012 at 18:18.
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