| Blockland Forums > Modification Help |
| De-colliding players to other players |
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| Iban:
--- Quote from: Red_Guy on March 01, 2011, 09:06:41 PM ---what are you trying to accomplish here? saying "de-colliding" doesnt make any sense --- End quote --- Uh, it makes perfect sense. Torque doesn't work like that. In order for client-side prediction to work, the client has to know what collides with what. $TypeMasks::PlayerObjectType clips other player object types. There's no way around this. I've requested different collision layers with Badspot before and he doesn't seem to care. |
| Chrono:
Trigun has attempted at a workaround for this, and it simply doesn't work. You still get stopped mid-air, you can get stuck in players' heads, and when you walk through someone it looks very twitchy/laggish. It would require an engine change, as implied by Iban's post. |
| Red_Guy:
Now i understand what your requesting -- you want players to be able to walk through each other. Its possible -- but not within a script. it requires changes inside blockland.exe |
| Chrono:
--- Quote from: Red_Guy on March 02, 2011, 01:52:44 PM ---Now i understand what your requesting -- you want players to be able to walk through each other. Its possible -- but not within a script. it requires changes inside blockland.exe --- End quote --- We've already come to a conclusion. More than once. |
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