Awesome, I'm using a different method that you posted on but I changed it to 30 and it seems to work well. It would be nice if we could lock it to props only, since hunters often get stuck but them being so big they can get stuck in the ceiling and exploit. I am currently running the other script on both of my prop hunts, and it seems to fair well.
I will check yours out after a few more rounds and my semi 24/7 slows down so I can test with it. If you are around now, I can set up a local server and we can run some testing.
It seems typing !stuck does nothing. It shows in chat and everything with the message but nothing happens and they are still stuck.
oh my lord get hyped it's a new version.
it's a lot more aggressive now, dynamically finding a spot near the player to set them to, checking for world obstructions and such.
also i cleaned up the code, because my 3:30AM self thinks it's better thinker than 2AM self
WE'LL SEE ABOUT THAT
You got a link for Hyped?
It's not an actual thing, I was just saying "Get Hyped" as in "Get Excited"
I dunno if it's just an australian thing or what but there's a new version you'll probably want to grab
Tested for a short period tonight (Because NFO has been getting DDoS'd for the past 5 hours) and it seems to work out excellent. I did manage to get a prop through a wall though, perhaps this can be something for the future? I will do more testing once my servers come back online, and follow up more with you.
Good work!
Why are you networking a bool that's only used on the server?
[code]ply:SetNWBool( "UnStuck", true )[/code]
Because I'm dumb.
Rewrote the cooldown system, works much better now. Grab the newest version if you'd please
[code]if ((ply.UnStuckCooldown or 0) < CurTime()) then[/code]
This doesn't work. It keeps checking the current time against 0, which is always bigger. I changed it to this.
[code]if ply.UnStuckCooldown == nil then
ply.UnStuckCooldown = CurTime() - 1
end
if (ply.UnStuckCooldown < CurTime()) then[/code]
The cooldown seems to be working fine now. Also, I've been testing this on TTT, I'm going to add it to my server and see if it's a good fit. Looks good so far though, thanks for the hard work.
The age old story
"it worked on my end"
I'll test it more when I actually have access to a computer
EDIT: I uploaded a new version with eccids fix, [URL=uppercutservers.com/rejax/UnStuckV2.1.zip]haven't actually tested it so if it goes wrong the previous version is here[/URL]
thanks eccid
Updated, just fixed a smallish bug.
Ok so v3 now
I cleaned up the code properly, added some small nifty things, and fixed a pretty big bug where players could abuse the command to glitch through walls. This was kind of ruining support for most gamemodes.
It now checks if the chosen position is being obstructed by anything.
Download link is in the OP, as always post bugs and death threats.
If you have any suggestions, leave a comment.
THANK YOU SO VERY MUCH FOR THIS!!! <3
THANKS rejax!!!! Really thanksful man!
Hi Rejax,
Is there a way you can stop players using this command when they are arrested on gamemodes like darkrp? People are abusing it to get out of jail doors :P
download the newest version
Thanks
Great update, thanks :D
For anyone who wants more commands for this, or who want to customize them easily, you can always do this. On the latest version, go to line 131 and replace this:
[code]if ( text == "!unstuck" or text == "!stuck" ) then[/code]
with this:
[code]if table.HasValue( STUCKCOMMANDS, string.lower(text) ) then[/code]
and put this at the top of the file:
[code]STUCKCOMMANDS={
"!stuck",
"!unstuck"
}[/code]
You can modify and add more commands there, and it will work fine.
I'm getting reports from my players that there is a 50/50 chance of script actually working due to the 5 second cooldown. I'm not too sure about this but my server managers for both of my prop hunt servers are reporting a few issues with it, could that be looked into?
What do you mean not working?
Is the cooldown not wearing off or something?
is there a way to make it so if a person cannot be unstuck that it teleports them?
Could this work in TTT?
i see no reason why it shouldnt, post back if there are any issues
it does, or it does if this is the same one I used and I think it is. (but players are too dumb to ever read an advert so they still yell for admins most of the time, but it does reduce it)
I'm using this for prop hunt and I changed the way it looks for the position..
[CODE]--local pos = ply:GetShootPos()
local pos = ply:GetPos()[/CODE]
So I commented out the GetShootPos() and used GetPos() instead, I'm assuming GetShootPos() is from the player's view location and GetPos() is where their model is?
Any thoughts on this?
It's still not perfect, but I'm not really sure how the unstuck method works exactly...
GetShootPos description is very ambiguous. "Returns a vector of the player's current aim position." Is it where the aim trace ends (hits the world or something else) or where it starts? Can't test this right now (not even download the zip because college derped firewall).
What about a method that just sets the player's position to a spawn point of their team, but doesn't respawn them? I could add a config option or something
[QUOTE=rejax;44370013]What about a method that just sets the player's position to a spawn point of their team, but doesn't respawn them? I could add a config option or something[/QUOTE]
This might be quite abusable for prop hunt, say if they're far from the spawn when they use it, they can just disappear to another part of the map.
Works beautifully in TTT btw.
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