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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
> >
> >
> > _______________________________________________
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> >
> >
>
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>


--
- Benjamin Davison
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