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| 07 Feb 2017 06:44 PM |
Im looking for a way to disable noclipping, I made an admin GUI which has noclip as a feature, though once pressed, it cannot be disabled, I already tried localPlayer.Character.Torso.CanCollide = not Clip but it doesn't work..
localPlayer.Character.Torso.CanCollide = Clip localPlayer.Character.Head.CanCollide = Clip
I already set the localPlayer var and idk where clip is located.
When I did the not clip, this is what I get:
Maximum event re-entrancy depth exceeded for Instance.Changed |
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TimeTicks
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| Joined: 27 Apr 2011 |
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| 07 Feb 2017 06:46 PM |
noclipping is cframing through parts. they can also have btools
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Syndir
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| Joined: 21 Jul 2014 |
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| 07 Feb 2017 07:29 PM |
The most common method is setting the Humanoid state to RunningNoPhysics (if I recall correctly). You can detect it via this but it isn't perfect - there are other ways to do noclip, such as to stop sending any touches to the server (my personal favorite method). |
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cntkillme
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| 07 Feb 2017 07:41 PM |
| Synd but how would that work since the results of the collision is calculated and done client-sided? |
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Syndir
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| Joined: 21 Jul 2014 |
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| 07 Feb 2017 09:19 PM |
I haven't tried this method in a while, so I've been trying to reproduce it again. First of all, I went to SleepStage::changeContactState and stopped increasing/decreasing numContactsInKernel. No luck (at least in studio). Anyway, I assume the value I found was the length of a vector containing the touches that are going to be sent to the server/handled by the client (yes, you're right that collision physics is done client-sided but this also doesn't trigger Touched events on the server). Luc599345 was the one who originally found the method. |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 07 Feb 2017 09:27 PM |
| Still, even though it won't trigger the Touched event on the server your being prevented from moving forward on the client no? |
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Syndir
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| Joined: 21 Jul 2014 |
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| 07 Feb 2017 09:52 PM |
| You won't be prevented from moving because touches are handled separately to regular movement. There is actually an internal class named "Contact". |
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cntkillme
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| 07 Feb 2017 10:55 PM |
| Yeah but they're still handled on the client though. |
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Syndir
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| 08 Feb 2017 12:47 AM |
| Yes, that's why I said collision physics is done client-sided. |
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cntkillme
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| 08 Feb 2017 01:24 AM |
| Oh sorry didn't read the bottom part |
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