Players using chute to go through walls/terrainFixed
thats not good. lol
so if you toggle the Chute command, it sometimes drops you thru the ground?
which lately can kill you for sure with the new antihack measures.
Players are exploiting the plugin to clip into players bases. Tested this several times myself. Just jump from height and type /chute then direct yourself into the wall and voila you are inside the players base. I have tested this myself several times works 100% of the time.
I'm going to have to remove this plugin for now until this is fixed.
roger, i might have to add a slight upward boost when deplyoing the chute initially. that way the ground / building proximity check has a little extra time to kick in and block going into building.
Any update on this? I was gonna have a go at patching it myself but not if you have one planned.
Edit: is there a way to submit a pull request?
Im reading alot of posts from over 1 year old having this issue, could you pretty please put an update out on this, maybe make it a min height required for it to deploy so you cant just jump to deploy it?
Was a fix every made for this? Official or otherwise :-)
movement is now halted in building blocked areas to prevent clipping thru walls
new version come soon.
complete revision on how player movement is controlled when chuting. seems to work better and feel more realistic.
welcome back!!!
if you pull your shoot you can glitch threw EVERYTHING in the hole game , plz fix this issue
This is the fix I have, it likely needs to be optimized, you can set the distance further and check at intervals. With this code, you will never glitch into a player structure.
var player = mount.GetComponent<BaseMountable>().GetMounted();
if (player != null && !player.IsBuildingBlocked())
{
if (moveforward)
{
List<BaseEntity> entities = Facepunch.Pool.GetList<BaseEntity>();
Vis.Entities(player.transform.position, 1, entities, LayerMask.GetMask("Construction", "Deployable"));
int count = entities.Count;
if (count == 0)
mount.transform.localPosition += ((transform.forward * parachuteFwdSpeed) * Time.deltaTime);
}
}
I found an action in which there is a sinking into the ground.
W+SHIFT+(keyChute)