Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
just look over to cs1.6 and all the fancy surf-plugins for amxmodx wich adds this
can't be true as it is possible on the normal engine by some plugins. So if this "disable player collision" is not possible anymore in the new modified engine don't blame the physics.
many of them can turn of player collision
I don't know if this affects collision with moving walls (so crushing by closing door or some like this) - but read again: I never spoke about it
I just said that player collision itself can be turned off while not affecting any other gameplay mechanic - at least none I know from cs surfing
so if it's just for HL/OpFor/BS-capmaign it should be possible to keep normal gameplay without player collision (at least as far as I tested it and just noticed a few route-changes by larger max map size)
-- edit --
to bring it down to code level
anywhere in the code is a line wich checks if a player entity is in the trigger boundary - you could just remove the check if the player entity is solid - this should make it possible to disable the collision detection between player entity but not break the trigger