Playerclip acting weird

Discussion in 'Mapping Questions & Discussion' started by Crash, Jun 21, 2012.

  1. Crash

    aa Crash func_nerd

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    I have a playerclip that is rounded around some brushwork, going up to the skybox. For some reason if you jump against it at some angles and hold forward against it, you stall out mid air. It is absolutely 100% straight up and down. It does seem like the corners seem to cause the most problems.

    A video of the problem:
    http://www.youtube.com/watch?v=codUuex0sGY

    This is the brush in question:
    [​IMG]


    Any ideas what is causing this? I really don't want a bug on the map like this. If all else fails I will probably put a trigger_push away from it, but I'd really like a cleaner fix than that.
     
  2. Tom Hoen

    Tom Hoen L6: Sharp Member

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    I have the same problem with frostfell and I too would like to know how to fix this. It seems to happen only player clips that aren't build in parallel to grid.
     
  3. Crash

    aa Crash func_nerd

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    I also noticed the issue on Rust while I was judging it, but it was a hard bug to duplicate and explain so I ignored it.
     
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I wonder if it has something to do with player movement calculation. If you are right on the edge, you are basically and/or equivalently on the side of a circle, so the position vectors, which usually want to push off in a direction that is normal to the plane of impact, will be freakin' out because their plane goes in all whatever ways.

    My bet is that there isn't a solution, Just increase the number of sides on the cyclinder so that you don't have such sharp edges.
     
  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    it looks like a straight line thing - can you select the objects and move/expand them out 1 unit and then make them a player clip? The clip face would then be parralel to object and then it might not happen.
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Man, i've had this issue in Axle for over a year. People keep telling me to clip this silo but they don't seem to understand it is already clipped and it's the clip that's doing it to them. I seem to remember this was also an issue in GLD Source.
     
  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Have you tired my suggestion - it might work - I've never had the issue so I'm just taking a shot at it at random.
     
  8. Crash

    aa Crash func_nerd

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    it does seem like angled edges that aren't as sharp do it less often. So that might be something to try.
     
  9. Crash

    aa Crash func_nerd

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    Nope. 32 sided cylinder cut in half to create this playclip, and it still sticks:

    [​IMG]
    Floating here.

    [​IMG]
    New one looks like this
     
  10. Pocket

    aa Pocket func_croc

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    The glass setup door in cp_sexchange has this same problem horizontally. It has to just be Source being a butt. I had something like it happen with clip brushes, but it was where two of them came together and I solved it by making them overlap. Which obviously isn't going to help anyone else.
     
  11. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Ok - what about this - you see on your cylinder how it has all the faces? mak 1 brush per face, use vertex to get it to join smoothly from 1 face to another and then player clip the brush - that might work as long as everything is parralell - it alo means that you may also have to manipulate the main item to match up.