Inside3D!
     

Fixing the "telefrag chase" bug

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Wed May 16, 2007 11:43 pm    Post subject: Fixing the "telefrag chase" bug Reply with quote

Hi.

I've found this bug on QIP, that's when you chase an enemy through a teleporter, you or both get telefragged.

I've discovered why this happens: is because the teledeath entity is removed after 0.2 seconds, so if you chase an enemy and teleport to the destination before 0.2 seconds are up, then you'll get telefragged.

To fix the bug, open triggers.qc and find spawn_death() at line 343.
Just set the nextthink to 0.01 and you're ready! Smile

Don't worry if the nextthink is 0.01, in 0.01 second or more time after your enemy teleported, YOU will telefrag him istead of you getting telefragged, and one won't get stuck to the other.

But can happen something weird if you're glued at your enemy, if both teleport at same time, dunno if you, your enemy or both get telefragged...
_________________
There's no signature here. Stop looking for one.
Back to top
View user's profile Send private message
Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Fri May 18, 2007 2:55 am    Post subject: Reply with quote

self.nextthink=time; will force it to be next frame. But nonetheless, that's a good spot.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group