Open SethTooQuick opened 2 years ago
This will be worked on future version of Prop Hunt Z, however.
The reason is that the collision we use is based from the Player's collision bound. If We use a collision bound from the ph_prop
entity, it causes some unattended effects.
Currently I'm still looking a better way where the Prop's actual collision bounds can used rather than using a collision bound from a player.
For some reason, trying my best here Modifying Player's hull while the prop is rotating is bad idea, you get frequent stuck here.
Currently no workaround, but still finding a best alternative. Apparently this may be due to how Source physics on player works (We can't use Prop's collision as player's , that's pretty impossible at the moment)
For some reason, trying my best here Modifying Player's hull while the prop is rotating is bad idea, you get frequent stuck here.
Currently no workaround, but still finding a best alternative. Apparently this may be due to how Source physics on player works (We can't use Prop's collision as player's , that's pretty impossible at the moment)
The workaround : Just make the player's prop hull 100% accurate when the rotation is locked, else, use the current method, block unlock rotation if not enough room to fit unlocked rotation hull
The workaround : Just make the player's prop hull 100% accurate when the rotation is locked, else, use the current method, block unlock rotation if not enough room to fit unlocked rotation hull
Currently working on them but wont expect higher accuracy (or perhaps might get stuck too often) and trying to use TraceHull in anycase someone is about or freeing their rotation lock. I'm using GetRotatedAABB see if this helps.
Edit: Might wont work on prop_ragdolls
but we'll use a fallback with standard human hull anyways.
It seems that you can't rub up against the wall properly with most props. Is there a way to enable a more accuracte mode of collision?