Author Topic: No player + player collision player  (Read 688 times)

Alright. Have you ever been on a challenge server and had idiots just piling up at places? Don't you hate that? Well I propose a new playertype should be made, one that can't collide with Player object, but can collide with other stuff. This would be hard however, considering a whole new datablock may have to be created. But if anyone thinks they can do it, please do it.

O my gosh that would be the most helpful thing in the world for me.

player::onCollision() -> player::setTransform() a bit inside the other player.

Once the collision boxes overlap, there isn't any problem moving one around inside of the other.

The only problem is that it would be a bit jerky as two players collided.

player::onCollision() -> player::setTransform()

Hell no. That's terrible. If players touch, then all they're going to do is swap positions.

He said a little, this means a little tiny bit.
Once the collision boxes overlap, there isn't any problem moving one around inside of the other.

It would still be jerky.

I would love it if this happend.


player::onCollision() -> player::setTransform() a bit inside the other player.

Once the collision boxes overlap, there isn't any problem moving one around inside of the other.

The only problem is that it would be a bit jerky as two players collided.
How would you set this up? I want to test it.

No player + player collide would be better.


When a player lags out and then re-joins the server, a "clone" is sometimes left.

If you walk through this "clone," your screen will jerk around a bit but you will pass through it.

What you want is basically to make a playertype that will pass through others as if they were these  "clones?"

10/10 for idea...1000 out of 10 for anyone who makes this...
Deathruns/Challenges are always ruined by stupid blocking people

I always hate how people clog up narrow pathways in a Creeper game, so good idea.