Closed deathsythe47 closed 9 years ago
Can provide demo if needed
I actually found a youtube video that contains a telefrag. It's one of Turkey's lame old frag videos with mostly unimpressive frags...lol https://youtu.be/XU99Cn2H0ik?t=2m20s
2:20 time in the video
It's a feature, not a bug. Telefrags are telefrags. It works as intended.
Look at the code first. Spawn code avoids spots that would telefrag.
/*
================
SelectRandomDeathmatchSpawnPoint
go to a random point that doesn't telefrag
================
*/
if ( SpotWouldTelefrag( spot ) ) {
continue;
}
To clarify: This is for spawning, not teleporting (I wrote this in the original comment)
I have briefly looked at it and it seems to be caused by the fact the the position that is checked against possible telefragging is a bit different from actual position during spawn. For some reason, devs added this line to both SelectCTFSpawnPoint and SelectSiegeSpawnPoint:
origin[2] += 9;
So when someone is just slightly above the hitbox of the spawn, it can avoid the SpotWouldTelefrag() detection, yet being considered during actual spawn. I tried to remove this for CTF spawn and spawns seem to be alright. I wonder why they added this +9 correction...
Welcome back Sil :kiss:
Thanks, it's good to be back!
I have tried this on siege and it actually causes some animation issues on some spawns, so instead of removing += 9 stuff (it is actually on few other places as well), i have strengthened the SpotWouldTelefrag() checking. Since this is quite rare issue, im gonna close it and if it reappears in the future, it can be reopened.
JK3 is supposed to avoid using spawnpoints that would cause a telefrag if used.
I have only seen two telefrags since I've played siege. Both times, the guy who got killed was midair force jumping.
I wonder if the detection for avoiding telefrags doesn't properly detect players who are midair?