AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID ); Then perform whatever tests you want in Touch(). I have a short grace period after the rocket fires within which it doesn't explode on the player who fired it.
Adam "amckern" McKern wrote: > I got a rocket launcher based on the RPG class, if you spawn the rocket model > within the p model it will explode in the p model - the best way to get > around it is to mask the effect with a sprite, or something like spawing it > behind the player - i found NO way to get a model based projectile to work > any other way. > > Adam > > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > --- On Wed, 2/9/09, Tom Edwards <t_edwa...@btinternet.com> wrote: > > > From: Tom Edwards <t_edwa...@btinternet.com> > Subject: Re: [hlcoders] Interpolation of projectiles > To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> > Received: Wednesday, 2 September, 2009, 9:42 PM > > > It can't be exploited, it's just a rendering artefact on the client. > > I've been poking TF2 a little more and have spotted some oddities: > > * Rockets don't get a model, on the client, until a set period of time > has passed. Before this only the glow effect is visible. I think the > idea is to mask the spawn pause as the rocket flaring in the launcher > before it starts forward. > * Grenades and Huntsman arrows aren't interpolated. Instead they spawn > behind the player at a distance determined by interp time with > collisions disabled, so that they pass through the barrel at the correct > moment. This avoids the spawn pause but looks bizarre with high lerp. > > That Valve could only hack around the problem doesn't fill me with > confidence that there's a good solution to it. > > Nick wrote: > >> Can you offer video/pictures to demonstrate how this bug effects all >> valve games? >> >> Or any way for a player to replicate or exploit it? Thus you make it >> both easier and more likely valve will look into this problem and fix >> it. >> >> On Tue, Sep 1, 2009 at 2:02 AM, James Gray<ja...@interwavestudios.com> wrote: >> >> >>> One possibility is to override ShouldDraw() and enforce the >>> appropriate conditions. >>> >>> >>> >>> On Aug 30, 2009, at 9:05 AM, Tom Edwards <t_edwa...@btinternet.com> >>> wrote: >>> >>> >>> >>>> I want to bring up the issue of projectiles hanging in the air for a >>>> moment after spawning again. The last time it was discussed the >>>> solution >>>> given was to predict: >>>> >>>> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html >>>> >>>> This is a bad idea though, because it causes the projectile to >>>> materialise several feet in front of the firer on observers' computers >>>> (contrary to what Tony said at the time, TF2 does NOT predict >>>> rockets/grenades). >>>> >>>> The problem is that the projectile is spawned as soon as the client >>>> receives it, irrespective of interpolation, and then (correctly) does >>>> not start to move until interp catches up. You can change the length >>>> of >>>> the delay by increasing the interp period; decreasing host_timescale >>>> makes spotting the difference easier. >>>> >>>> I've run tests and discovered that /all/ of Valve's games are affected >>>> by this issue, including TF2. I've not compiled the SDK template game >>>> but I expect it also suffers. >>>> >>>> The solution is clear: prevent the projectile's clientside >>>> representation from spawning until the interpolated world is ready. >>>> Anyone know how to do that? >>>> >>>> >>>> _______________________________________________ >>>> 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 >>> >>> >>> >>> >> _______________________________________________ >> 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 > > > > > > __________________________________________________________________________________ > Get more done like never before with Yahoo!7 Mail. > Learn more: http://au.overview.mail.yahoo.com/ > _______________________________________________ > 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