Combine Ball not hitting, killing or colliding with players
9 replies, posted
Hello,
I've created a gamemode where it's incredibly vital for the combine ball being able to push players away, like in HL2DM when they're in buddha/godmode.
However inside gmod the AR2 secondary doesn't seem to hurt anyone at all, much less collide. It just passes through players.
I tried to search for this problem with all kinds of synonyms for the combine-ball, but it was all mostly unrelated stuff. I imagine it was disabled in GMod, since it would be incredibly annoying if someone could push you around while you're building.
Does anyone have any info on this? Any line of code that would enable this back on? Or can anyone think of any alternatives?
Thanks in advance
[B]EDIT![/B] It has been determined this to be a bug introduced in GMod13, now looking for ways to temporary fix it. (Get the direction of the ball and adding that to the directional velocity of the collided player)
[QUOTE=Cher;44297395]Hello,
I've created a gamemode where it's incredibly vital for the combine ball being able to push players away, like in HL2DM when they're in buddha/godmode.
However inside gmod the AR2 secondary doesn't seem to hurt anyone at all, much less collide. It just passes through players.
I tried to search for this problem with all kinds of synonyms for the combine-ball, but it was all mostly unrelated stuff. I imagine it was disabled in GMod, since it would be incredibly annoying if someone could push you around while you're building.
Does anyone have any info on this? Any line of code that would enable this back on? Or can anyone think of any alternatives?
Thanks in advance[/QUOTE]
-bad reading
Are you using the HL2 AR2 or did you code one yourself?
[QUOTE=Sm63;44297661]-bad reading
Are you using the HL2 AR2 or did you code one yourself?[/QUOTE]
Default, hl2 ar2.
[CODE]ply:Give("weapon_ar2")
ply:SetAmmo(50, "AR2AltFire")[/CODE]
[QUOTE=Cher;44297736]Default, hl2 ar2.
[CODE]ply:Give("weapon_ar2")
ply:SetAmmo(50, "AR2AltFire")[/CODE][/QUOTE]
I'll go in-game and test what you are saying is wrong. I'll get back at ya very shortly.
[editline]20th March 2014[/editline]
Well, he is telling the truth atleast. I tried shooting a bot with a combine ball and it didn't penetrate. Just went through.
Thanks for telling me there's bots, I tested some more stuff now...
Even with SetCustomCollisionCheck set ON on both combine and players the combine ball registers being collided with but still simply goes through.
[code]function GM:ShouldCollide(ent1,ent2)
if(ent2:GetClass() == "prop_combine_ball") then
print("HALLELUJAH")
end
return true;
end
[/code]
This is known, nothing you can do about it I am afraid.
This bug has been present since the beginning of GMod 13.
[QUOTE=Robotboy655;44298613]This is known, nothing you can do about it I am afraid.
This bug has been present since the beginning of GMod 13.[/QUOTE]
Thank you for the info, I failed to see any such results in my searches.
I'm now curious for temporary fixes, such as getting the direction vector of the ball and adding that force to the player when collided.
Currently using ":GetForward()" however all it does is give me (1,0,0) regardless of direction. Bit confused.
It was an issue with collision groups. Should be fixed in the next update. :v:
@Cher
You could use the directional vector of the current velocity (at the time it should hit the player/bot) as a directional vector for the ball instead of "GetForward".
I thought it was a feature used to stop the mingebags:v
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