Blockland Forums > Modification Help
De-colliding players to other players
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.