Wonky player-entity collisions when scaling entities down
3 replies, posted
I'm attempting to throw together a proof-of-concept addon that scales everything from players to props to gravity down to 1/4th scale and although everything's been going great so far I've hit a bit of a hiccup. Entities hitting entities results in correct collision behavior:
https://files.facepunch.com/forum/upload/109874/ded985ee-85a9-44bf-8f6d-d58233d36cc7/20181118140300_1.jpg
But depending on the entity (most notable with larger ones. Can't tell if it's happening with smaller ones) when a player attempts to collide with the entity they will for a split second collide correctly before then immediately phasing through. Even stranger is that there seems to be an "island of stability" where a 1/4 scale (of the existing 1/4 scale model) collision box exists at the center of the model that always behaves as expected. Oh and sometimes you can walk straight across without issue.
https://files.facepunch.com/forum/upload/109874/ae296305-8376-4471-9c63-d4d232c69ec9/image.png
https://www.youtube.com/watch?v=tcQE026AUcg&feature=youtu.be
Code:
[Lua] shrinky boi
Yes I'm aware I have some dodgy coding practices and/or useless code in there.
This possibly has something to do your issue. https://github.com/Facepunch/garrysmod-issues/issues/2193
I believe this issue is also related to when you scale a player up, they end up getting suck on uneven surfaces or props. Don't think there is anything we can do about it.
Deja vu I've been in this place before
Literally saw this right before posting the OP but I wasn't sure if it was the same thing. Odd that it's scaling itself twice for player collisions.
Mini update:
Player physics work more or less as intended when the prop is unfrozen. Physgun detection only works in the safezone when unfrozen. Opposite when frozen.
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