Hi, I'm attempting to do a custom fly mode (the WALKMODE_FLY drifts) similar to how noclip works but with collisions.
I've been looking into drive mode and I've taken the base sample from noclip but it seems to snap back to where I PlayerStartDriving'd rather than just stopping when I hit something. Is the drive function messing with the collide callback to make me snap back? If so, can I modify this to just collide as normal?
For reference, I call this: drive.PlayerStartDriving(ply, ply, "puzzle_fly") (I start driving myself)
As a side note, any handy way to not snap my view/position back to where i started driving besides tracking the current pos/view to set the player's pos/view when i stop driving?
If you have a better suggestion I'm up for it
[QUOTE=jetuser;47515198]Hi, I'm attempting to do a custom fly mode (the WALKMODE_FLY drifts) similar to how noclip works but with collisions.
I've been looking into drive mode and I've taken the base sample from noclip but it seems to snap back to where I PlayerStartDriving'd rather than just stopping when I hit something. Is the drive function messing with the collide callback to make me snap back? If so, can I modify this to just collide as normal?
For reference, I call this: drive.PlayerStartDriving(ply, ply, "puzzle_fly") (I start driving myself)
As a side note, any handy way to not snap my view/position back to where i started driving besides tracking the current pos/view to set the player's pos/view when i stop driving?
If you have a better suggestion I'm up for it[/QUOTE]
Allow me to clarify- When in drive mode, colliding with anything snaps you back to where you started driving from. The same behavior happens when you leave drive mode.
If you have a better way to accomplish what WALKMODE_FLY does without the continuous drift in whatever direction you happened to be moving last I'm open to ideas.
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