-- [ Picked text/plain from multipart/alternative ] I only get this problem when spawning alot of bots in and killing them.
Also Garry's fix did nothing for me :'( On 3/10/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > It's probably a bit hacky.. I'll have to move it over since I added it > in derived Lua stuff. > > The problem I found was in the function > > bool CBasePlayer::SetObserverMode(int mode ) > > the block > > case OBS_MODE_CHASE : > case OBS_MODE_IN_EYE : > // udpate FOV and viewmodels > SetObserverTarget( m_hObserverTarget ); > SetMoveType( MOVETYPE_OBSERVER ); > break; > > > should really be > > case OBS_MODE_CHASE : > case OBS_MODE_IN_EYE : > // udpate FOV and viewmodels > SetObserverTarget( m_hObserverTarget ); > SetMoveType( MOVETYPE_NONE ); > break; > > It doesn't seem to have any knock on effect as far as I can tell.. but > I haven't tested it a lot. > > I think the problem was that somewhere down the line the > OBS_MODE_DEATHCAM became redundant because OBS_MODE_CHASE is used > instead.. but this bit of code wasn't updated. > > > > On 3/10/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > Garry Newman wrote: > > > > >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) > > > > > > > > Would you be gracious enough to provide a patch? > > > > Jeff 'Kuja' Katz wrote: > > > > >>>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. > > >>> > > We also had problems where sometimes the spawn would work OK but the > > player would simply fall through the floor. The same downcasting > > solution seems to have solved it. However I think these problems are > > only marginally related to the problem bloodykenny brought up, because > > he says it only happens when players are dead. But maybe they are the > > same problem. > > > > -- > > Jorge "Vino" Rodriguez > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

