Fall through mapmodels
#12
The video only shows the issue of the physics engine working in discrete steps - thus the velocity you gain by the hitpush of the nade explosion has pushed you through the solid part of the model before the engine checks for resistance - this is a well-known "bug/feature" in cubeengine games and was used with jumppads with insane values for sauerbraten maps before the kill-material came around.

To make a model non-clipping you just need to set the height of the bounding-box to 0.
In the general format of the command
mapmodel R H Z 0 N
that means making H be 0.
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Messages In This Thread
Fall through mapmodels - by Quorthon - 03 Oct 10, 01:11PM
RE: Fall through mapmodels - by Panda - 03 Oct 10, 01:22PM
RE: Fall through mapmodels - by ExodusS - 03 Oct 10, 03:43PM
RE: Fall through mapmodels - by Andrez - 03 Oct 10, 03:47PM
RE: Fall through mapmodels - by Quorthon - 03 Oct 10, 04:03PM
RE: Fall through mapmodels - by a_slow_old_man - 03 Oct 10, 05:20PM
RE: Fall through mapmodels - by Quorthon - 03 Oct 10, 06:20PM
RE: Fall through mapmodels - by Brahma - 04 Oct 10, 12:41AM
RE: Fall through mapmodels - by a_slow_old_man - 04 Oct 10, 12:54PM
RE: Fall through mapmodels - by ExodusS - 04 Oct 10, 06:47PM
RE: Fall through mapmodels - by SuperSniper - 04 Oct 10, 06:13PM
RE: Fall through mapmodels - by flowtron - 04 Oct 10, 10:19PM
RE: Fall through mapmodels - by ExodusS - 05 Oct 10, 11:24AM
RE: Fall through mapmodels - by Mr.Floppy - 05 Oct 10, 05:52PM