Hey, I was wondering if there is any way to manipulate hitboxes cliently or serversided when a certain player attacks them, so instead of hitting the player it would go straight through them.
I have fiddled with collisions but ShouldCollide has its limits (its not a smooth collision to be exact), anyway, I want to be able to avoid entities, and let something just go through them onto the next entity? Is this possible, if so how would I achieve this? Actually, it has to be possible because its lua.
Like a ghost mode, but the ghosts cant interfere with bullets or so, as in the past it got rather annoying when the ghosts took bullets for other people.
Any ideas? As I am aware a bullet is considered an entity but it still damages players.
Another thing is I would like to use GetEyeTrace().Entity, and look straight through the Ghost, because most of my gamemode is clientsided, it would help heaps.
Thanks, Jacob.
You can add a filter of entities you don't want to hit for each trace individually, but there's no way to affect all traces globally. You could play around with Entity/SetPreventTransmit to prevent sending any info to the client about ghosted entities. Also, ShouldCollide should not affect how "smooth" the collision is - make sure you are defining the function's behaviour exactly the same shared so the client can predict if it needs to collide or not.
Thanks code_gs, just if I Player:SetPreventTransmit, if I stop the player from being transmitted to another player wouldn't that cause issues of such?
It just completely stops sending info about that player to the other player - the only "issue" would data not be updating clientside for dormant players, but that's on purpose.
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