Day of Defeat Plugins Community
This site is an archive — everything is readable and downloadable, nothing can be posted. Admin
Archive › Old Forum Threads › General › Requests for DoD Plugins › Block the glitches
35 posts, 8 people · 12,551 views Thread Rating: ★★★★★
closedBlock the glitches
Started by |OnEHiTwOnDeR|SoCal on 03-06-2007, 03:03 PM
| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-06-2007, 03:03 PM #1

A lot of players on dod - noobs or not are quickly all learning how to nade glitch on avalanche pubs like mine. Its rather annoying having to ban 100 ppl per day just for that since a lot of ppl dont like following rules. Is there any way to eliminate those exploits?rnrnthanks

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
03-06-2007, 08:20 PM #2

i've been planning on trying to do some fixes for avalanche.. just havent really got around to it.. nni have a couple ideas for the nade glitches.. tho to be honest with you im not sure exactly where most of them are.. as i never do them on purpose myself.. i usually dont pay to much attention to where they happen lol..nnbut one thing ive wanted to fix is the rocket kills thru the floor in the apartments.. on my server a lot of times ppl will sit down by the tank in the spawn and just keep shooting rockets into the apt window and constantly kill ppl thru the floor.. ppl that do it are always like 'rockets go thru floors' but i always respond with the floor didnt blow up so it must not have lol..nnbut if you want to kinda get a specific list together (or at least a few things) for me to try to work on that would be great lol..nnand you can just PM me if you dont want to be publicly posting glitches..

Wilson [29th ID]
posted here
Posts: 623
Threads: 57
Joined: Oct 2005
03-06-2007, 09:28 PM #3

Yeah, you create a func_wall with clipping to block the nades. Can be done in a plugin, but it requires an entity everywhere you put one.

| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-06-2007, 11:25 PM #4

diomond we need to get into a server so i show u i cant just explain it, its unexplainable.

Wilson [29th ID]
posted here
Posts: 623
Threads: 57
Joined: Oct 2005
03-08-2007, 12:01 AM #5

He'll only come if you bring flowers.

| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-08-2007, 05:32 AM #6

ill bring champagne too shiiiiiiiit

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
03-08-2007, 07:58 PM #7

alright when you gonna swing by and pick me up?

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
03-09-2007, 12:44 AM #8
alright when you gonna swing by and pick me up?
n ncan I be a third-wheel ?

| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-09-2007, 04:07 AM #9

ill bring a friend ;)

| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-13-2007, 02:05 AM #10

bump rnrnrnthey keep on glitching i keep on banning lol come on guys lets all get together on ones server and block these stupid glitches. ill buy ya'll beer

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
03-13-2007, 02:38 PM #11

ya we need to figure out when nnor hell.. if we cant handle that anytime soon.. maybe even a demo showing specific things might help..

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
03-13-2007, 04:15 PM #12
ya we need to figure out when n nor hell.. if we cant handle that anytime soon.. maybe even a demo showing specific things might help..
nactually a demo would probably work best, especially since you can look directly at the issue location instead of trying to "point" it out to someone standing near you... and with a demo, you do not need to wait on anyone...

| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-13-2007, 06:47 PM #13

WILL DO SO GUYS i know plenty of PROS of nade glitching

| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-13-2007, 07:08 PM #14

k demo done...pm'ed you both not ever releasing this video in public even tho im sure others have lol

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
03-14-2007, 07:49 PM #15

alright ill try and get a chance to take a look tonight :)nnthanks

| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-14-2007, 11:27 PM #16

k update on whats up if u get anything resolved ;)

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
03-16-2007, 08:03 PM #17

well as of right now.. things arent looking to good..nnive been trying to figure out how to block some stuff.. but the few methods i had in mind arent working...nnthey will block player movement etc.. but rockets/nades (or any other entity like smoke nades, or rocks) go right 'thru' as if nothing was there.. nnso im not quite sure what to do now lol.. but ill keep trying.. and hopefully wilson will be able to come up with something hehe

| |OnEHiTwOnDeR|SoCal
started this thread
Posts: 320
Threads: 37
Joined: Mar 2007
03-16-2007, 08:37 PM #18

yea hopefully lol. thanks for trying :)

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-06-2007, 03:35 AM #19

I dont mean to beat a dead horse here but this would be a very good thing to have to stop the exploiters.rnrnAlso i was wondering if there was a way to stop the trigger hurt from killing a player when they run up the axis stairs in their bldg and run too deep into the corner by the arched doorway. Would it be possible to just edit the bsp with an entitie of some sort that blocks the player from reaching the trigger hurt. Maybe add a street lamp or something small.rnI have edited all of the stock maps that come with dod and added custom weapons but i have never added anything else.rnrnI use BSP viewer and BSP edit to accomplish this.

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
04-06-2007, 11:54 AM #20
I dont mean to beat a dead horse here but this would be a very good thing to have to stop the exploiters.n nAlso i was wondering if there was a way to stop the trigger hurt from killing a player when they run up the axis stairs in their bldg and run too deep into the corner by the arched doorway. Would it be possible to just edit the bsp with an entitie of some sort that blocks the player from reaching the trigger hurt. Maybe add a street lamp or something small.nI have edited all of the stock maps that come with dod and added custom weapons but i have never added anything else.n nI use BSP viewer and BSP edit to accomplish this.
n nIn AVA, you would want to BSPedit the func_tank in the Axis spawn to "remove" that issue of going into the corner at top of stairs... it is not a trigger_hurt but rather a spawn "gun" that has the uncanny ability to shoot through the wall... do not remove the func_tank but alter its "angle" so it points at something else... lots of trial and error...

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-06-2007, 01:15 PM #21

I just thought it was a trigger hurt because its has hurt written all over it.rnI'll look into the func_tank thing. thanks much.

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-07-2007, 09:31 PM #22

Yep it's a trigger hurt. heres the pic.rnhttp://i171.photobucket.com/albums/u303/synthamack/avaspawn2.jpgrnrnSo there should be a way to block players from getting to that shouldn't there. what would you all recomend.

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
04-08-2007, 12:21 PM #23
Yep it's a trigger hurt. heres the pic.nhttp://i171.photobucket.com/albums/u303/synthamack/avaspawn2.jpgn nSo there should be a way to block players from getting to that shouldn't there. what would you all recomend.
n nwow, never thought of simply viewing Avalanche in BSPviewer... I am suprised to find that corner piece is a trigger_hurt ... time to remove that... (the one in the corner, NOT the one leading into spawn)... that is odd to find that there though.. there IS still a func_tank in that area though...n n noh, and for some of the "glitch" locations... I may be able to make a fix for them... by "removing" those pieces of the map that "allow" for the glitch to occur... this can "fix" probably about 80% of the glitches... some just will not be "fixable"

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-08-2007, 05:37 PM #24

whats even stranger is that i haven't seen this spoken about on any other mapping sites. This has been around since the final version of dod_avalanche. So how would one go about removing that part of the trigger hurt that sticks out of the wall.rnI'll browse the BSP file to see if i can find out how.rnFixing 80% of the glitches would be teh Nutts. :)

S Spectral2
posted here
Posts: 16
Threads: 1
Joined: Mar 2007
04-09-2007, 11:37 PM #25

maybe even a fix for in the axis apartments where the 2 floors have holes in them. When your at the corner trying to jump to the side with the doorway to the arch and the stairs to the bottom dark door people get hung up on the walls and fall and get like 60 damage taken away.

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-10-2007, 02:19 AM #26
maybe even a fix for in the axis apartments where the 2 floors have holes in them. When your at the corner trying to jump to the side with the doorway to the arch and the stairs to the bottom dark door people get hung up on the walls and fall and get like 60 damage taken away.
rnrnI think this is just a case of people being bad jumpers LOL.rnI turn in midair and land facing that doorway. I have hit the wall now and then but i didn't notice that it was the wall that hung me up, I just made a bad jump. Unless im missunderstanding what yer saying which is totally possible. ;)

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-11-2007, 02:42 AM #27
|= TatsuSaisei;4866']wow, never thought of simply viewing Avalanche in BSPviewer... I am suprised to find that corner piece is a trigger_hurt ... time to remove that... (the one in the corner, NOT the one leading into spawn)... that is odd to find that there though.. there IS still a func_tank in that area though...rn rn rnoh, and for some of the "glitch" locations... I may be able to make a fix for them... by "removing" those pieces of the map that "allow" for the glitch to occur... this can "fix" probably about 80% of the glitches... some just will not be "fixable"
rnrnrn[EDIT] Ok i have found the trigger_hurt in dod_avalanchern{rn"model" "*270"rn"dmg" "75"rn"target" "axis_hurtz"rn"speed" "250"rn"angles" "0 223 0"rn"spawnflags" "129"rn"sounds" "0"rn"style" "32"rn"rendercolor" "0 0 0"rn"classname" "trigger_hurt"rn}rnrnBut when i delete it and go back into BSP viewer it is still showing the trigger_hurt. Is this the case of the actual hurt being gone but the map still shows the pink wall with tha trigger_hurt text on it ?.

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
04-11-2007, 11:15 PM #28

your just deleting the trigger hurt entity listing?nnchange it to a diff entity.. like a func_illusionarynnnor you could probably try changing its damage to 0... or adjust the spawn flags...n

n [B]1[/B] - Target Oncen [B]2[/B] - Start Offn [B]16[/B] - FireClientOnlyn [B]32[/B] - TouchClientOnlyn [B]64[/B] - DontHurtAlliesn [B]128[/B] - DontHurtAxisn
nlike try maybe setting it to 'start off' or use both 'donthurtallies' & 'donthurtaxis' at the same time

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-12-2007, 01:19 AM #29

thanks Optic, I'll try those suggestions.rnI just setup hammer 3.5 and i'm going to get into that heavy tonight.rnI'm also trying to find the control_point that determines how much time it takes to cap the center (3rd) flag on avalanche. man this stuff is addicting.rnI'll post back when i have the fix for the trigger_hurt thing. :)

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-12-2007, 08:51 AM #30

Ok what i did was just assign it a negative dmg key. -0.1 and that will give + health but in such small ammounts it really wont mean anything and this way it also stopped that awful damage wav from playing as well. :)rnThanks for the help all.

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
04-12-2007, 01:06 PM #31
nBut when i delete it and go back into BSP viewer it is still showing the trigger_hurt. Is this the case of the actual hurt being gone but the map still shows the pink wall with tha trigger_hurt text on it ?.
n nYou deleted the entity information from the BSP, this does not remove the complete "brush" though... what you see is a "special" texture used on "brush" entities to help distinguish them apart from actual world geometry...n n
Ok what i did was just assign it a negative dmg key. -0.1 and that will give + health but in such small ammounts it really wont mean anything and this way it also stopped that awful damage wav from playing as well. :)nThanks for the help all.
n nyou do realize that by giving health back... especially near the spawn you are setting up for disaster .... think of the players who discover this and then "sit" there getting health back as they wait for some Axis to come out of their spawn archway...

{SR} *Raggy*
posted here
Posts: 370
Threads: 27
Joined: Apr 2006
04-12-2007, 01:37 PM #32

Yeah dude it's a very bad idea... Even if it's in very small amounts...

J jondoe
posted here
Posts: 129
Threads: 6
Joined: Aug 2005
04-12-2007, 04:05 PM #33
Yeah dude it's a very bad idea... Even if it's in very small amounts...
rnrnGo test it and you will see it's not a problem at all.rnAnd whats more the level of skill is so high on my servers that even if i had set it to 1.0 and you could sit there and get 1 hp back every second you were there, You wouldn't last more then 3 or 4 seconds before being pwned.rnrnAnother point is, that i have reduced the respawn time for the axis by a few seconds so they are spawning even faster now. it's all good. :)

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
04-12-2007, 04:09 PM #34
Go test it and you will see it's not a problem at all.nAnd whats more the level of skill is so high on my servers that even if i had set it to 1.0 and you could sit there and get 1 hp back every second you were there, You wouldn't last more then 3 or 4 seconds before being pwned.n nAnother point is, that i have reduced the respawn time for the axis by a few seconds so they are spawning even faster now. it's all good. :)
n nas long as you are content, and aware of the possible after effects... then more power to you my friend !!!n n:p

WARDOG
posted here
Posts: 141
Threads: 14
Joined: Jan 2006
07-04-2008, 07:30 PM #35

The only way to stop a zook shell from killing you through a floor if your on top of it, that I know of, is to create a holo floor. rnrnBasicly it's two floors with a holo area in between, that obsorbs the splash damage. rnrnNot sure of the thickness needed though, 8 or 16 for each floor section in hammer, unfortunatly most mappers don't do this, because it increases the complexity of building structures.

Archive › Old Forum Threads › General › Requests for DoD Plugins › Block the glitches
DoD Plugins Archive · Repository · Old Forum Threads · Maps · Admin · built 14 Sep 2026 00:34 UTC