Crouching delay between player view and world model
8 replies, posted
[IMG]https://media.giphy.com/media/nXcZID7ulG4CY/giphy.gif[/IMG]
Hi, just wondering if it's at all possible to remove this delay?
If it was removed then "teabagging" would be more obvious when you spam crouch 👍
Hopefully this isn't a limitation of the source engine or something...
There is still a de-sync between the first person view and the third person view however. Maybe this is a player animation problem... Tho I'd have no clue how to fix that.
Isnt this fixed in a github pull request
Yes there is but its not the most ideal approach as it just goes by the player input state, there is currently no actual crouch state that would tell you that you are currently crouching down or if you are fully crouched.
The other sad part is that this state is in a struct inaccessible via lua.
Edit: Heres the PR [url]https://github.com/garrynewman/garrysmod/pull/1231[/url]
So would it be possible to make it accessible via lua? Or would it not be worth the dev's time...
Surely it would be an easy fix... otherwise FeelsBadMan
You would have to implement your own way of handling crouch states and the desired view position via CalcView.
Valve only ever fixed this in CS:GO (or was it CS:S?) because it was used to exploit the desync when going from crouch to stand. I can't find any materials on it surprisingly, but it was huge.
Yeah that was CS:GO. When you jumped near a ledge, you could see the player the whole time but they couldn't see your head because your world model was still crouched.
It took them a while to implement that update so maybe it was difficult to code or integrate or something.
For GMOD it wouldn't need to be as strict of a sync as CS:GO (since it's not a competitive game), but just a lot more responsive. #MakeTBaggingGreatAgain
Well one way of doing it is to network the data from CPlayerLocalData and put it as a dtvar in the player entity to be visible to all players. (Can not be done with Lua)
Another way is to do it all yourself which can be quite some effort you would start to rewrite all the movement code.
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