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Arsenal / Resupply and Sloped edges on Turret and Spot Lamp getting players stuck #148

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C0nw0nk opened this issue Oct 23, 2015 · 8 comments

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@C0nw0nk
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C0nw0nk commented Oct 23, 2015

So the sloped props humans have access to are turrets and spot lamps, The major issue with this is when players place them humans tend to get stuck between either the cade or a wall on the sloped edge and can not move. Humans can not phase out either to get themselves unstuck.

The fix for this could be to allow humans to phase out (player:SetBarricadeGhosting(true)) if touching one of these props while stuck ? (I think the main reason you can not phase out while stuck like this is to do with the update on those phase jumping through barricades.)

Example
2015-10-23_00003
2015-10-23_00002

Another annoyance is you can get humans stuck in your arsenal and resupply crate when you place it.
Fix could be same as above but under the condition "GetPhysicsObject():IsPenetrating()".

Example
2015-10-23_00001

@ForrestMarkX
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This happens because the function IsOnGround() returns false so you can't phase

@C0nw0nk
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C0nw0nk commented Oct 23, 2015

Was that not added because humans would jump and phase in order to fly through barricades as if they are not there ?

alias +phase-jump "+jump; +duck; +zoom;"; alias -phase-jump "-jump; -duck; -zoom;"; bind space +phase-jump

@JetBoom
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JetBoom commented Oct 23, 2015

Basically, yeah. It also allowed people to instantly fall through things that were under them like props over a ladder or hole.

I guess I could add a check to see if their physbox is penetrating and their ground entity is a barricade object.

@ForrestMarkX
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The fix for phase jumping was basically just killing your velocity when you start to phase

@JetBoom
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JetBoom commented Oct 23, 2015

and then you can use it as an air brake or to fall through vertical barricades.

@C0nw0nk
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C0nw0nk commented Oct 24, 2015

EDITED:// Code under this post is my soloution to fix this.

@C0nw0nk
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C0nw0nk commented Oct 24, 2015

My soloution to this was to just include to the same line if your velocity(movement speed) is 0 then you can also phase out.

pl:GetVelocity():Length() ==

C0nw0nk@902da3d

Now this is no longer a issue being stuck floating ontop of props or inside of them.

Also technically we don't need to check if the player is penetrating the object because if they are penetrating they would be stuck and their velocity 0 so realy we only need the velocity check.

@JetBoom
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JetBoom commented Feb 3, 2016

velocity == vector_origin will still be true if they're on top of a prop. So they could still exploit it to fall through holes covered by a prop.

The proper way I'm going to do it is checking penetration + 0 velocity at the same time.

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