Cheating As A Fade...?
Acrylic
Join Date: 2002-11-03 Member: 6400Members, Constellation, NS2 Playtester, Reinforced - Supporter, Reinforced - Shadow
<div class="IPBDescription">^^</div> I know I read this some where but could not find the thred, but I was on hte map hera with 2 hives and blinked up on the glass part to shoot my acid rockets through the glass (u can shoot through think doors/glass/walls/etc.) Now this was ment to be correct? fades are suposed to be able to shoot through?
Comments
But this should be in Bug Reports unlelss there's like 50 previous posts on the same subject <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i dont think you are meant to actually do it...its just possible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
hmmmz attitude problem...
I was just giving you an example of when I have seen this happen.
May I make a note that the marines can hit the parts of the alien that have gone through the wall. Not much of a target though.
I think you can do this with acid rocket, paralysis, parasite, spikes, blink, pretty much all form for ranged weaponery, I will have to check if it works with the gorges babblers and spit. (hehe, babblers at marine main base in hera `_´ ) <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
My guess is that if you fixed this then it would also fix the "building through walls glitch".
But the building problem is easily fixed by mappers. Think you can mark areas in maps as nonbuildable lite the airlock in Bast. The problem is of course all the allready existing maps.
Changing the projection point for acid rockets would make it really annoying to be a fade if you tried to move and shoot at the same time. Even now there are a few issues where you can shoot yourself.
Maybe more invisible walls behind the 'grill' textures and such. Thicker than they look.
The reason why AFAIK is because the fades hull/bounding box is a bit squiffy and hence it projects thru small/thin entities like grates and some walls. Therefore the acid rocket appears on the other side of the entity. I've never seen a fade doing this be able to be shot by marines.
Its not a map issue <b>at all</b>, its a problem with the fade which, again, AFAIK is also known and gonna be fixed in 1.1.
However, if someone could confirm or shoot down this post it would be appreciated cos i'm not 100% about this.
Oh and There is no fix for it as of now, probably wont be fixed ever. Basically doors and glass and stuff are made of entities and its an entity related bug.
A skulk can press himself against a thin wall, and hit other things pressed against the other side of a thin wall, i've also seen marines able to shoot a skulk in the same situation:
ie. Skulk presses his face against the hera door to fog corridoor from marine spawn. A marine on the other side of the door is often able to shoot this skulk.
A skulk clinging to the bottom of the thin walkway in vent 3-C on hera, is able to chomp structures built ontop of the walkway. And a marine is able to shoot the skulk from above the walkway. It could be that this behaviour only occurs with a certain type of blockage (ie. if you think about it, all these thin walls are done in the same way as thin railings, im not a mapper so i don't know the term. In effect it's as if it isnt really a solid polygon wall, but a 2d barricade that you can't move through.)
Doors that have no 'depth' to them, thin barriers such as the glass on hera passage to lift from spawn, and the walkway in vent 3-C. These are the sort of areas you can attack through, most noticably the fade who can fire acid rockets straight through. Most of these spots are also 'see through' in the sense that the texture has some transparent areas. Again i'm not a mapper, i'm sure these sort of barriers have a name or are in some way unique from usual polygon walls.
To give you an impression of how common this sort of thing is, during some of my first games of NS i played against a clan who, in a scrimm, built outside on hera. They thought it was pretty funny. As we were brainstorming how to kill it, the idea of being able to fire through thin walls was something i had in mind and i actually went and attempted to fire acid through the glass passageway, i wasn't incredibly surprised when it worked. 2 logical theories of why this works the way it does might be:
Attack/projectile fires from a point slightly infront of the models collision detection.
Model is actually able to penetrate slightly into a wall when pressed against it.
Or it could be something related to the type of barrier used in these scenarios. A mapper could probably explain.
EDIT:
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Basically doors and glass and stuff are made of entities and its an entity related bug.
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h00ray
hope it can be fixed in 1.1, cause i play mariens more <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
wrong. not the engine but the DLL. Ad the dll is editable. Look at the RPG:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> UTIL_MakeVectors( m_pPlayer->pev->v_angle );
Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this );
UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake.
pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward );
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You can notice that the rocket is created 16 pixels in forward of the player. And... if you have the source code it means you can change it...and remove exploits.
And for the touch things: if an entity is registered as an owner of a second entity, the second entity won't touch the owner.
Probably because the spikes are hitscan but its tracers are projectiles, so they obey different rules.
Its frustrating I know, we were having so much fun <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
The area with the red forcefield? Yeah, thats one weird wall, because if you as a marine shoot at a wall on the other side of the field, it looks like the bullets are going through. But you can't hurt anything through it. It just looks like you can.