I just fixed this problem in GMod.

When a player is a spectator his body is non solid so keeps falling
through the enviroment.

In my mod I just made it set the player's movetype to MOVETYPE_NONE if
he's spectating an entity. It seems to fix the problem (You can verify
by ent_text 2 or whatever the player's entity index is)




On 3/10/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> The seen area in VHE displacemnts is not the real
> render level (clip plane or what ever its called)
>
> There is a button that you can click in VHE that will
> show you where the cliping will be - it might be that
> your player spawns are in the cliping, and as such the
> engine is moving them under it to spawn. (as seen when
> you no clip into the roof of stair well, and end up on
> the next level down
>
> --- Jeff 'Kuja' Katz <[EMAIL PROTECTED]> wrote:
>
> > Reading this thread struck me - Sort of a deja vu
> > thing.
> >
> > We've been having this same errant behavior in
> > Digital Paintball.
> > Several spawn points that appear as valid in VHE
> > appear to the engine
> > to be partially underground. This caused some issues
> > when spawning, as
> > VPhysicsShadowUpdate barfed at the invalid spawns
> > and the player ended
> > up respawning where they had 'died'.
> >
> > Our current solution (more of a hack) is to move the
> > player up a set
> > number of units and casting a traceline down to
> > figure out where to
> > really spawn.
> >
> > Is this a coincidence or is something funky up with
> > source?
> >
> > -Kuja
> >  mailto:[EMAIL PROTECTED]
> >
> > Thursday, March 9, 2006, 11:52:37 PM, you wrote:
> > > if this is a problem from player spawning couldn't
> > you just check to make
> > > sure that the player ent can fit and if not try to
> > move the player up a bit
> > > or chose a different spawn location. Doing it this
> > way you wouldn't have to
> > > hex edit the map just a few lines of code when
> > selecting the spawn point.
> >
> >
> > >>From: "Aaron Schiff" <[EMAIL PROTECTED]>
> > >>Reply-To: [email protected]
> > >>To: [email protected]
> > >>Subject: Re: [hlcoders] players falling out of DM
> > maps
> > >>Date: Thu, 9 Mar 2006 22:16:57 -0600
> > >>
> > >>--
> > >>[ Picked text/plain from multipart/alternative ]
> > >>it is possible to change entity origins without
> > modifying their versions or
> > >>anything...just be sure to open it in a hex editor
> > or something that can
> > >>save the rest exactly how it was
> > >>
> > >>On 3/9/06, [EMAIL PROTECTED]
> > <[EMAIL PROTECTED]>
> > >>wrote:
> > >> >
> > >> > Well on dm_powerhouse for instance, do you know
> > of any particular spawn
> > >> > point that's broken?  They're all official
> > Valve maps so I couldn't
> > >>modify
> > >> > them, but maybe could hack in a code workaround
> > to not use the broken
> > >>spawn
> > >> > points if that's the issue.
> > >> >
> > >> > At 2006/03/09 08:30 PM, you wrote:
> > >> > >--
> > >> > >[ Picked text/plain from multipart/alternative
> > ]
> > >> > >BG2 used to crash when there was too many
> > telefrags at once. "Falling
> > >>out
> > >> > of
> > >> > >maps" is a issue with badly placed spawn
> > points(usually the bottom of
> > >>the
> > >> > >player sticks through the displacement and
> > falls through). Also, HL2DM
> > >> > >doesn't have lots of players spawning at once,
> > as they die at least a
> > >>few
> > >> > >seconds apart and have to trigger their own
> > spawn, so I doubt you'd
> > >>have
> > >> > >that many telefrags.
> > >> > >
> > >> > >
> > >> > >--
> > >> > >Draco
> > >> > >--
> > >> > >
> > >> >
> > >_______________________________________________
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> >
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> > >> >
> > >> > _______________________________________________
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> > >> >
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> > >> >
> > >>
> > >>
> > >>--
> > >>ts2do
> > >>--
> > >>
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>
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