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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
| 0000036 | Obsidian Conflict | [All Projects] Bug-Report | public | 04.09.2010 20:08 | 25.07.2011 17:20 | ||||||||
| Reporter | W0rf0x | ||||||||||||
| Assigned To | TESLA-X4 | ||||||||||||
| Priority | immediate | Severity | feature | Reproducibility | N/A | ||||||||
| Status | resolved | Resolution | fixed | ||||||||||
| Projection | minor fix | ETA | none | ||||||||||
| Platform | OS | OS Version | |||||||||||
| Product Version | 0.1.3.5 | Product Build | |||||||||||
| Target Version | 0.1.3.6 | Fixed in Version | 0.1.3.6 | ||||||||||
| Summary | 0000036: Ways around telefragging | ||||||||||||
| Description | In order to properly fix the hl2 campaigns, we need to get rid of telefragging. Here's a few solutions i thought of: 1. Players turn non-solid in case they would teleport into each other until they moved out of each other. 2. If "mp_playercollide 0" is set or the place they get teleported in is surrounded by a trigger_nocollide, telefragging will be disabled. (mp_playercollide 0 will probably be set as a default in all hl2 campaign maps.) | ||||||||||||
| Tags | No tags attached. | ||||||||||||
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