Quote:
Originally posted by Kaimetsu
You'd be executing it on the server, so I assume you're talking about sending those coords to the player. I'd be surprised if those were truncated too, but I won't rule it out. I was just talking about the collision-detection part of the problem; regardless of what the player sees, the NPC's true position will not overlap a wall if the proper option is passed to the move command.
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I AM referring to server-to-client. It does truncate the values. It's very frustrating.
Oh, and the "wall check" option of move; is pathetic. Have you ever actually done experiments with the move; command? If you have, you'd notice severe flaws in that as well. Using "noplayeronwall" has no effect on that. Also, it doesn't even appear to be SENT clientside. NPCs I've used it on go over walls clientside, but they don't serverside. You can tell because their position is set to where it should be when they move again. (All of this is done in a serverside move, just to make that clear.)