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Proper Prop Collision? #13

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SethTooQuick opened this issue May 22, 2022 · 4 comments
Open

Proper Prop Collision? #13

SethTooQuick opened this issue May 22, 2022 · 4 comments
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Complexity: High This may take a while to fix. There might be no workaround for this problem. enhancement New feature or request need improvement This partial of the feature or section may needs to be improved or changed.

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@SethTooQuick
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It seems that you can't rub up against the wall properly with most props. Is there a way to enable a more accuracte mode of collision?

@Vinzuerio
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This will be worked on future version of Prop Hunt Z, however.

The reason is that the collision we use is based from the Player's collision bound. If We use a collision bound from the ph_prop entity, it causes some unattended effects.
Currently I'm still looking a better way where the Prop's actual collision bounds can used rather than using a collision bound from a player.

@Vinzuerio Vinzuerio added enhancement New feature or request need improvement This partial of the feature or section may needs to be improved or changed. labels Jun 9, 2022
@Vinzuerio Vinzuerio added the Complexity: High This may take a while to fix. There might be no workaround for this problem. label Jul 30, 2022
@Vinzuerio
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For some reason, trying my best here
Modifying Player's hull while the prop is rotating is bad idea, you get frequent stuck here.

Currently no workaround, but still finding a best alternative. Apparently this may be due to how Source physics on player works (We can't use Prop's collision as player's , that's pretty impossible at the moment)

@Vinzuerio Vinzuerio added this to the Make Better Prop Collision milestone Jan 17, 2024
@yorik100
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For some reason, trying my best here Modifying Player's hull while the prop is rotating is bad idea, you get frequent stuck here.

Currently no workaround, but still finding a best alternative. Apparently this may be due to how Source physics on player works (We can't use Prop's collision as player's , that's pretty impossible at the moment)

The workaround : Just make the player's prop hull 100% accurate when the rotation is locked, else, use the current method, block unlock rotation if not enough room to fit unlocked rotation hull

@Vinzuerio
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Vinzuerio commented Jul 31, 2024

The workaround : Just make the player's prop hull 100% accurate when the rotation is locked, else, use the current method, block unlock rotation if not enough room to fit unlocked rotation hull

Currently working on them but wont expect higher accuracy (or perhaps might get stuck too often) and trying to use TraceHull in anycase someone is about or freeing their rotation lock. I'm using GetRotatedAABB see if this helps.

Edit: Might wont work on prop_ragdolls but we'll use a fallback with standard human hull anyways.

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Labels
Complexity: High This may take a while to fix. There might be no workaround for this problem. enhancement New feature or request need improvement This partial of the feature or section may needs to be improved or changed.
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