• Garry's Mod - Entities with weird physics (floating on world brushes/falling through displacements)
    3 replies, posted
Hello everyone. Thanks for taking the time to read this. Lately I've been having a problem with my Garry's Mod server where entities that have gravity, after an uncertain amount of uptime, have screwed up physics. Actually, the event happens at random (at one time, when restarting the server to fix the problem, it occurred as the server started.) What these "screwed up physics" mean are entities floating/bobbing on solid world brushes and falling through displacements, often falling out of the map. I can't provide much - only a .DEM file if this can suffice. [u]You'll have to have the map named rp_stalker_new (can be found in the Workshop) to play the demo recording.[/u] [url=https://www.mediafire.com/?tei74w1g04w8d62]Click here[/url] for the download link (redirects to my Mediafire file.) If this helps at all, I'll list the addons currently mounted on my server. The gamemode is set to GmodZ (I've made sure that no code in the gamemode itself is contributing to the issue): rp_stalker_new rp_stalker rp_stalker models/textures Combine Ghille Suit 3D Radio TFA for CS:GO vmodels and wmodels TFA for CS:GO content pack 1 TFA for CS:GO content pack 2 CS:GO Knives SWEPs Nombat Background music (ambience/combat) Nombat Background music (S.T.A.L.K.E.R.) Sit anywhere script rp_stalker Model texture fix by SupahMarioX Razborka! Weapons Kevlar Entity Insurgency Sound Pack Improved Precision Tool
I have you tried removing some addons?
Yes, I have recently started my server with a password with most of these addons disabled (only the map and its texture addons are mounted.) I left the server on for 4 hours and came back to find the physics screwed up.
I've figured out what causes this. The function ShouldCollide caused problems with the Source engine whenever I would try to check two players - if they're valid and if they're inside an area - and make them not collide, and I would put an else function to return true for any other entity. As an alternative, I set the player's collision type to World to replicate the same effect without breaking the engine.
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