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Held objects triggered by either Player:PickupObject or the normal +use method have a few issues:
When dropping or releasing an object by either left or right click, SWEP:PrimaryAttack or SWEP:SecondaryAttack is triggered on the previously held weapon on the server only
Recreated by inserting a print into either function and comparing between server and client
Picking up an object triggers it's compiled physgun interactions as if they were picked up by the gravity gun/super gravity gun
This is mostly an issue when trying to pick up ragdolls belonging to combine soldiers/elites through PickupObject, as they're compiled with the boogie interaction which causes them to flail around wildly and throw out tesla effects when dropped
Calling Player:PickupObject from SWEP:PrimaryAttack or SWEP:SecondaryAttack causes it to immediately be thrown/dropped
Took a moment to figure out what was going on here, from what I can tell it ends up checking whether the player is holding down either button on the same frame as the object was picked up, thus immediately causing it to be dropped
Details
Held objects triggered by either
Player:PickupObject
or the normal +use method have a few issues:When dropping or releasing an object by either left or right click,
SWEP:PrimaryAttack
orSWEP:SecondaryAttack
is triggered on the previously held weapon on the server onlyRecreated by inserting a print into either function and comparing between server and client
Workaround:
Picking up an object triggers it's compiled physgun interactions as if they were picked up by the gravity gun/super gravity gun
This is mostly an issue when trying to pick up ragdolls belonging to combine soldiers/elites through PickupObject, as they're compiled with the
boogie
interaction which causes them to flail around wildly and throw out tesla effects when droppedRelevant code from the SDK:
Workaround:
Calling
Player:PickupObject
fromSWEP:PrimaryAttack
orSWEP:SecondaryAttack
causes it to immediately be thrown/droppedTook a moment to figure out what was going on here, from what I can tell it ends up checking whether the player is holding down either button on the same frame as the object was picked up, thus immediately causing it to be dropped
Workaround:
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