Open LautaroL20 opened 7 years ago
This is the technique i use in my hammer coop maps to prevent that annoying fizzler exploit. Also can i chat with you on steam @LautaroL20?
@ZombiePwner1 - I have to use a custom fizzler instance (the one from the screenshot) in Beemod to prevent people from exploiting.
@LautaroL20 lol and how come you went offline when i was trying to chat with you?
@LautaroL20 Also i don't recommend using an instance since you can't stretch the little parts of the fizzler unless you edit the instance.
Ive already edited the instance so it works correct.
@LautaroL20 lol alright then anyways i'm waiting for you i wanna do some coop with you.
@LautaroL20 Do the little fizzler trick for the checkpoints to prevent checkpoint exploits.
Yes, ive already suggested the same for checkpoints, here: https://github.com/BEEmod/BEE2-items/issues/521
This would be a compiler issue, we'd want to have it automatically generate these around fizzlers that are touching walls.
This would apply to both vanilla and custom fizzler brushes, under the following conditions:
trigger
, with Physics Objects (flag 8) checked.It would also apply for standing and reclined fizzlers (which now reuse standard fizzler generation).
Glad glad to see Luke18033 supporting this, at first i thought he was a detractor of my suggestion to prevent exploits in the fizzler but now i see that i was wrong.
I certainly think we should fix any exploits that we can. What I had a problem with was the triggers in the Reclined Fizzler that prevent you from placing portals under it - that's not really an exploit, there's a gap there which you should clearly be able to shoot though. They've also been causing leaks, though that can easily be fixed.
This would be pretty much useful in CO-OP Maps where you can exploit passing cubes under / over fizzlers.
When any fizzler brush (for vanilla or custom fizzlers) meets the following conditions:
trigger
, with Physics Objects (flag 8) checkedit would be extended 32 units inside the surface in order to prevent cubes from being carried below/above the fizzler using viewmodel grabbing. It would also apply for standing and reclined fizzlers, since those reuse normal fizzler generation.