Pawn.SetCollisionSize(Pawn.Default.CollisionRadius * 0.25,Pawn.Default.CollisionHeight)
I disagree - if a BlockingVolume is meant to block actors, it will have the bBlockActors attribute set to true, and this completely overrides the same attribute of other actors. In order for an actor to pass through an unmodified BlockingVolume, it'd have to either have collision completely disabled or messed up to begin with. So there's absolutely no problem.Those BlockingVolumes may behave in that way but given the nature of it being a property of Actors it seems best to leave it alone.
zYnthetic posted an extremely good suggestion as a holdover until Tripwire implement some sort of bBlockOtherPlayers in their engine, of which I posted an implementation and am testing on my server as we speak.Engine/Classes/Actor.uc
Engine/Classes/BlockingVolume.uc
Engine/Classes/KActor.uc
Engine/Classes/KVehicle.uc
Engine/Classes/LadderVolume.uc
Engine/Classes/LadderVolume.uc
Engine/Classes/Mover.uc
Engine/Classes/Pawn.uc
Engine/Classes/Pickup.uc
Engine/Classes/Projectile.uc
Engine/Classes/StaticMeshActor.uc
Engine/Classes/SVehicle.uc
Engine/Classes/Trigger.uc
Engine/Classes/Vehicle.uc
KFMod/Classes/ChainedPound.uc
KFMod/Classes/Injection.uc
KFMod/Classes/KeyPad.uc
KFMod/Classes/KFAmmoPickup.uc
KFMod/Classes/KFBloatVomit.uc
KFMod/Classes/KFDeco.uc
KFMod/Classes/KFDECO_Smashable.uc
KFMod/Classes/KFGlassMover.uc
KFMod/Classes/WeaponLocker.uc
ROEngine/Classes/RODestroyableStaticMeshBase.uc
ROEngine/Classes/ROTankCannon.uc
ROEngine/Classes/VehicleWeaponPawn.uc
Old2k4/Classes/NewTracer.uc
And as we can see in this instance, the engine works just fine with this mutator and doesn't open any floodgates to exploits as you'd like to have us believe.It is not a matter of opinion on the matter (this is not Yahoo Answers!) but a simple binary case of what the engine source code does and does not in this instance, and nobody here besides Tripwire is qualified to contradict the official documentation from the Epic UDN of what the property in question does!
He didn't say this so this is a straw man argument.You're committing the logical fallacy of showing one example where this problem is not caused which is not sufficient to say it will not occur in all cases.
I call bull**** on this. I just tried this in both solo and multiplayer with another user and he nor I were able to get on the gate on London, we tried for a good 2 minutes and there was no difference between jump heights or anything, with both the collision disabled or enabled between us. So again, demonstrate an instance on a map where there is such a difference.I already gave the WestLondon gate exploit that I tested and found was made possible by this mutator as an example of a regression caused by whitelisting this mutator, showing that we're opening up the levelling exploits the very system is supposed to prevent.
Slippery slope fallacy? If this were the case then the issues added by this mutator should be plentiful and beyond easy to demonstrate, right?Further it is sufficient to show that doing this WILL cause a regression. Here are 30 or so KF classes (plus all those that derive/inherit from them) whose behaviour will be unpredictable and would lead to exploit possibilities by disabling bBlockActors on players:
Proof? Just saying something doesn't prove it, and despite you claiming it will open up all sorts of exploits you haven't actually given any concrete examples. If you can, why haven't you already? It would have saved us both a lot of trouble.Further it is sufficient to show that doing this WILL cause a regression. Here are 30 or so KF classes (plus all those that derive/inherit from them) whose behaviour will be unpredictable and would lead to exploit possibilities by disabling bBlockActors on players:
Well then as long as people don't hack fixes into maps and set things up there should be no problem. I have no problem with the lift in the doom2 map, or the skateboards in Shopping-Center.The version of westlondon on my server was an earlier fixed version from a 3rd party and instead of a BlockingVolume replaced the door with an InterpActor, which incidentally is an example of a dynamic actor that relys on bBlockActors to block players among other things.
In fact I have already had one poor traderblocker have quite the WT* moment.
When he decided to "block" and demand money before he would let peeps in.
He was not happy when 5 players just ran through him