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KFAntiBlocker - Disables player-to-player collision during trader time

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  • KFAntiBlocker - Disables player-to-player collision during trader time

    Warning: TWI have updated the whitelist to remove the old version of this mutator and add the new. Please install the new version if you want to use perks.

    11 June 2010
    Updated to version 1.1 which improves responsiveness and efficiency, and also does not require the client to download the mutator file.

    KFAntiBlocker (Whitelisted)

    Download it here.

    Ignore the discussion below, TWI have since approved this mutator.
    Attached Files
    Last edited by Benjamin; 06-30-2010, 07:15 AM.

  • #2
    Nice work
    DSAS: [URL=""][/URL][URL=""]DerekSmalls/[/URL]


    • #3
      Thumbsup sir!


      • #4
        Fantastic. I was hoping for something like this to be created.

        Only one problem I can see. If people are inside one another, how can you give money to specific player?

        Great work, though.

        Two thumbs up!


        • #5
          If people are inside one another, how can you give money to specific player?
          Move outside the trader? It's the same deal currently, if the place is too crowded you can't move around and thus you can't really choose who you give money to, and if you are too close to someone it just goes straight through them.


          • #6
            Passed this one up the list for white listing. Please make sure Xienen can have a copy of your code.
            Pretty, what do we blow up first? - Myn Donos


            • #7
              YAY!!! Go Ben!!!!


              • #8
                Thanks, I've sent him a PM.


                • #9
                  Looks good guys, let me make sure Ramm has no problem with White Listing it and it'll go into the next White List update.

                  I developed Break Blocks, a Charitable Indie Game, Check It Out! Also available on iPhone/iPad/iTouch!


                  • #10
                    B$%& know the word.


                    • #11
                      But bBlockActors does not simply control collision with other players but BlockingVolumes, Ladders, DestroyableMeshes and other level apparatus that may lead to problems / exploits...


                      • #12
                        Dammit, that's a good point...

                        However, care to give some specific examples?
                        Last edited by Benjamin; 07-17-2009, 01:49 PM.


                        • #13
                          Walk out of the playing area in any map really. I haven't check myself but if players no longer collide blocking volumes and/or ladders (meshes) in many cases that's all that's keeping players in that map at certain points.


                          • #14
                            That's what I thought, but I've just tested some maps and I haven't been able to get out of them. Perhaps I don't fully understand, I'm very new to all of this.

                            Either way I think I may have an alternative solution, but I'll see how it goes.
                            Last edited by Benjamin; 07-17-2009, 02:53 PM.


                            • #15
                              Example: Westlondon all the zombie spawn ramps become climbable, various glitches like the gate one that were solved by blocking volumes become active again...

                              Some sort of bBlockOtherPlayers will need to be implemented at the engine level by TWI because when you dig down through all the unrealscript layers blocking behaviour is actually implemented in this native C++ function:

                              virtual UBOOL ShouldTrace(AActor *SourceActor, DWORD TraceFlags);
                              Which neither modder nor mutator can touch.

                              In the meantime this mutator is unfortunately not really safe to be used and its white-listing potentially opens up levelling exploits.

                              Seeing as it could be easier for the devs to implement perhaps ALL player-player collision should just simply be removed like it is in many other online games (bullet/projectiles/money and other actors would obviously still collide with players).

                              As I see it all it does is cause this problem and some exploits involving jumping on other players heads.

                              At any rate I really think what this mutator attempts to implement is an extremely necessary feature that should be made possible asap.
                              Last edited by rallfo; 07-17-2009, 10:18 PM.