Author Topic: No crouch playertype.  (Read 6941 times)

I wonder if truce has a hacky method.

I wonder if truce has a hacky method.
Everything truce does is hacky. My first post is an example of a hacky method. I don't know why you're upset with the 4 pages of solutions we've given you but there is nothing else to be said on the subject.


I don't know why you're upset with the 4 pages of solutions we've given you but there is nothing else to be said on the subject.

Well I did use your bounding box method and I like it. It's the best solution to this problem so far.

Well I did use your bounding box method and I like it. It's the best solution to this problem so far.
It works? Yay!

Listen, dear.

crouch(%b) is a client-side function. The server cannot disable (or even interact with) this function, ever.
Armor::onTrigger is used to talk to scripts after the engine's reaction to specific key presses. Disabling the crouch reaction in this function does not disable crouching.

There is no function in the game that you can package and disable crouching through the server. None what so ever.

Aww, bummer.

This client/server sided stuff is confusing. I know their differences, but not how to tell what's what.

Anywho, I'm glad the problem has been somewhat solved.

If the client is able to tell the server that it wants to crouch, there is a packagable function that can be blocked.  This does not mean the funtion is easy to find, however.

If the client is able to tell the server that it wants to crouch, there is a packagable function that can be blocked.  This does not mean the funtion is easy to find, however.
You're a loving idiot.

Most of the game's very basic functionality is entirely within the engine and cannot be manipulated. Crouching is one of those things.

There's nothing you can package to disable walking, looking around, etc.

The only way to do this is to manipulate the TorqueConstructorDTS datablock, which requires:

-Copy all the player .dts and .dsq files into a folder called Player, and all brick .png files into the root folder of your add-on.
-Recreate the TCDTS datablock linked to the new model and then create a player datablock.

This will allow you to change animations, whether it be adding or removing animations. (I would love to have someone work with me to make said animations)

Then you need to make all the crouching values the exact same as the standing values.


Or you can make the client lose control of the player the first time they do it, with a warning. If they try to again, kill them.

You're a loving idiot.

Most of the game's very basic functionality is entirely within the engine and cannot be manipulated. Crouching is one of those things.

There's nothing you can package to disable walking, looking around, etc.

Don't be dumb like that.

See what I did there?  I just lowered the credibility of your post by belittling you with my first words for no good reason.  Don't loving do that again because it makes me want to internet punch you.  [/toughguy]

All of those things can be disabled, and actually relatively easily.  Walking can be blocked in numerous ways, from freezing a player, to the "no move" playertype, to all the tasers and tranquilizers and stun guns we have.  I admit that those are not usually packages, but nevertheless, you don't need to be an offensive butt about it.

Looking around has been disabled with the static camera in camera events, also.

But really, if the client can tell the server what is happening, then you can, in fact, package and disable it if you are able to find the functions.

also, idea:
maybe the trick to blocking crouching is to block the animation playthread?

The functions are protected by the engine and cannot be packaged or they are a not wrapped into the scripting system. Even if you end up finding a function to package (eg. Armor::onTrigger which many have said) the engine handles the core code before the scripting side of the function is processed so returning in the package does nothing.

The functions are protected by the engine and cannot be packaged or they are a not wrapped into the scripting system. Even if you end up finding a function to package (eg. Armor::onTrigger which many have said) the engine handles the core code before the scripting side of the function is processed so returning in the package does nothing.
They're not protected, they simply don't exist.

The engine functions that exist in script are specifically added in C++ to be manipulated through script.

But really, if the client can tell the server what is happening, then you can, in fact, package and disable it if you are able to find the functions.

Nope.

also, idea:
maybe the trick to blocking crouching is to block the animation playthread?

An animation has no relevance to being able to hit someone with a bullet.

They're not protected, they simply don't exist.
I wasn't referring to the crouch code, I meant how he was saying that anything can be manipulated through script.

Nope.

An animation has no relevance to being able to hit someone with a bullet.

I am pretty sure that when the client side function crouch(); is called, it sends some sort of command to the server.  As far as I know, any case where there is a client sided command to the server, there is a function on the server that recieves that command and handles the player crouching.
If this isn't the case, then there is some other way for the client to communicate to the server which I have never heard of.

And I don't know alot about animations, but I know they have to do with what the player does when certain actions are done, and it might be by blocking animations that crouching can be prevented.
I'm not sure what you mean by being able to be hit with a bullet, I don't think I said that...?