Thanks for the reply, but this can't be a solution. Our maps are really huge and it would not be a good idea to cover entire areas where the jumps are with clip brushes. Some maps have close to 600 jumps and are not all nicely placed in a line either. Some may even be attached to a 32 sided cylinder. I dont think that CSS or HL2 has clip brushes on all thier walls and displacements, especially since we have 2 maps with nothing but displacements.......this trick will also take away one unit of grid space the player can walk on which is sometimes very crucial.
I have been given the belief that the hl code was looked at, at least I had asked Jason to loook through it while he programmed it, because Yahn Bernier gave me the same tip and said you could get it exactly the same, but Jason never saw the way to make it work or just didn't find it. There must be another way. I am also getting reports that people are falling through displacements while playing the game. It happened to me once as well. > Date: Mon, 27 Mar 2006 17:42:12 -0800 (PST) > From: "Adam \"amckern\" Mckern" <[EMAIL PROTECTED]> > Subject: Re: [hlcoders] The Wall Bug of KZMOD > To: [email protected] > Reply-To: [email protected] > > One way to fix stuck on object, is to cover over the > areas where it apperas with a 'player clip' brush - it > stops the hit box geting stcuk, and the phiscs sytem > is then happy. > > As for the other items you litsed, I dont know where > to start looking for answers, other then loading up > the hl1 sdk, and look at gamemovemnt.cpp > > Adam ______________________________________________________________ Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

