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Pre SG 1.0 archive

knives and func_train

Postby Joe Kari » Sun Mar 02, 2008 10:24 pm

Hi !

I've found a bug : knives are able to stop a func_train !
Here is a demo in wq_train :
http://pagesperso-orange.fr/dans.la.ruelle/wq3/knife-train.dm_68

I have found it because I have the same on my map when I was testing adding a train...
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Postby ReD NeCKersoN » Sun Mar 02, 2008 10:45 pm

Holy cow! 8O I don't know if anything can be done about this? Keep this a secret from the public. I'd hate to see some moron ruin our good times on Train.
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Postby L3th4l » Sun Mar 02, 2008 11:24 pm

any model will stop a func_train. I have known about it but haven't come up with a solution..
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Postby Joe Kari » Sun Mar 02, 2008 11:59 pm

Keep this a secret from the public. I'd hate to see some moron ruin our good times on Train.

Me too...
Maybe it should be better to erase this thread...
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Postby Pardner » Mon Mar 03, 2008 1:58 am

L3th4l wrote:any model will stop a func_train. I have known about it but haven't come up with a solution..

is it possible to raise the no_drop above the station platform. might look kinda weird but it might stop the knifes..... or does no_drop not effect thrown knifes?
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Postby L3th4l » Mon Mar 03, 2008 7:03 am

Pardner wrote:
L3th4l wrote:any model will stop a func_train. I have known about it but haven't come up with a solution..

is it possible to raise the no_drop above the station platform. might look kinda weird but it might stop the knifes..... or does no_drop not effect thrown knifes?


no_drop only works with weapons dropped from dead players..

Anyway, I have tested it and I can not reproduce it. I threw knives all over that station :?
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Postby Joe Kari » Mon Mar 03, 2008 6:07 pm

I can't doing it at will, it is easier to stop parts of the rock wall.
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Postby ChainLightnin' » Mon Mar 03, 2008 9:50 pm

In single player mode, once you bunch up the cliffs, the bots started to disappear and reappear randomly. The station remained intact, however. Can't think of why anyone would want to cause this glitch during a game.
Well...Mr. Chain Blue Lightnin' hisself..heh, heh!
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Postby ReD NeCKersoN » Mon Mar 03, 2008 11:42 pm

Maybe Leeth can make special shaders for whatever textures are used on the func_trains in question. Something with "surfaceparm noimpact" might work?
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Postby ReD NeCKersoN » Tue Mar 04, 2008 4:06 am

I didn't think things through with that suggestion. Good tech chat on TS tonight, btw. We'll either find a mapping solution to this or we won't. Seems to be a rather difficult bug. As long as nobody reading this doesn't reveal it to the public it might not be discovered again, if we should fail to find a fix.
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Postby hika » Fri Mar 07, 2008 10:15 pm

ReD NeCKersoN wrote:Holy cow! 8O I don't know if anything can be done about this?

Maybe in the code side ? 8O
I will see if I can do something about that.
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Postby L3th4l » Fri Mar 07, 2008 11:07 pm

hika wrote:
ReD NeCKersoN wrote:Holy cow! 8O I don't know if anything can be done about this?

Maybe in the code side ? 8O
I will see if I can do something about that.


What would help is if func_trains could push models, thats what the problem is. If a model (player or weapon) get in the way of the func_train, it stops the func_train..
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