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Summary 0001253: Team telefrag issue: G_CheckSpot always returns true if the spawn spot is > player height for the sector it's in
Revision 2015-03-08 20:51 by Dusk
Description I went through and did some debugging, and G_CheckSpot returns true if the team spawn spot is > the player height.

In IDL map04, the team spawn spots are 64 units off the ground (as with everything else in the map), and they proceed to drop to the ground due to gravity. For some reason, G_CheckSpot uses the Z height of the spawn spot in determining if players will telefrag, but when it thinks it's clear (because nothing is in the way at that height level), it returns true and tells the spawning function that it's clear to go.

I am unclear if the spawn spot is actually forced to the ground by gravity, or if it just spawns the player on the ground, but one of them is done and this results in telefragging of the player.


Therefore, there needs to be a tweak to either
- Check the actual location of the spawn spot and see if it's using the Z height of where the map thing starts, rather than where it may be due to gravity
- Check and see if the spawning occurs at the ground level regardless of the Z height



This has come up because it's a major inconvenience when you frag a team-mate because the author of the map made all his things spawn 64 units off the ground.
G_CheckSpot works fine in other maps where everything is ground level.
Revision 2014-10-25 12:19 by cobalt
Description I went through and did some debugging, and G_CheckSpot returns true if the team spawn spot is > the player height.

In IDL map04, the team spawn spots are 64 units off the ground (as with everything else in the map), and they proceed to drop to the ground due to gravity. For some reason, G_CheckSpot uses the Z height of the spawn spot in determining if players will telefrag, but when it thinks it's clear (because nothing is in the way at that height level), it returns true and tells the spawning function that it's clear to go.

I am unclear if the spawn spot is actually forced to the ground by gravity, or if it just spawns the player on the ground, but one of them is done and this results in telefragging of the player.


Therefore, there needs to be a tweak to either
- Check the actual location of the spawn spot and see if it's using the Z height of where the map thing starts, rather than where it may be due to gravity
- Check and see if the spawning occurs at the ground level regardless of the Z height



This has come up because it's a major inconvenience when you frag a team-mate because the author of the map made all his things spawn 64 units off the ground.
G_CheckSpot works fine in other maps where everything is ground level.
Revision 2013-01-19 21:44 by Watermelon
Description I went through and did some debugging, and G_CheckSpot returns true if the team spawn spot is > the player height.

In IDL map04, the team spawn spots are 64 units off the ground (as with everything else in the map), and they proceed to drop to the ground due to gravity. For some reason, G_CheckSpot uses the Z height of the spawn spot in determining if players will telefrag, but when it thinks it's clear (because nothing is in the way at that height level), it returns true and tells the spawning function that it's clear to go.

I am unclear if the spawn spot is actually forced to the ground by gravity, or if it just spawns the player on the ground, but one of them is done and this results in telefragging of the player.


Therefore, there needs to be a tweak to either
- Check the actual location of the spawn spot and see if it's using the Z height of where the map thing starts, rather than where it may be due to gravity
- Check and see if the spawning occurs at the ground level regardless of the Z height



This has come up because it's a major inconvenience when you frag a team-mate because the author of the map made all his things spawn 64 units off the ground.
G_CheckSpot works fine in other maps where everything is ground level.






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