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Getting staggered off of an edge now has a chance to not work.

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mgtr14
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Getting staggered off of an edge now has a chance to not work.

Post by mgtr14 » Sat Jun 13, 2020 5:39 pm

Title.

What happens instead is that the player does go down, but he's not in the "falling" state. He can instantly punch, grab the ledge, basically almost nothing happened to them.
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Shut up bitch!!

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Gurt
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Post by Gurt » Fri Jun 19, 2020 9:12 pm

If we rule out hacking players this should possibly be able to happen under very specific circumstances.
But for that you need to understand the physics of SFD and the Box2D engine.
Simply put:
The player is a circle.
The edge is a corner of a rectangle.
When the circle is moving over the corner of the rectangle, the circle will also begin to move down when the center point is beyond the corner point. If the stagger happens to end while the circle is still touching the corner "halfway down and halfway out" in a way that the game thinks the player is touching the ground then the player won't fall. But if the player still have some momentum from the stagger the player will keep moving over the corner - making the player fall but in a controlled state.

It's a similar problem when landing on corners from fall heights without taking damage, you kinda "slide" against it slowing you down greatly instead of instantly being stopped.

If the stagger ends as you're about to fall down the corner it's very much possible to grab the edge. This has happened for me a few times.
We have some other logic to adjust the stagger length to kinda make sure you're going either over the edge or stopping slightly before the edge - but it's not 100% accurate when dynamic stuff breaks and moves around or due to ping/lag spikes. That's why you sometimes can grab the edge if the stagger ends exactly at the right time.
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Gurt

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mgtr14
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Post by mgtr14 » Thu Jul 02, 2020 9:42 pm

Gurt wrote:
Fri Jun 19, 2020 9:12 pm
If we rule out hacking players this should possibly be able to happen under very specific circumstances.
But for that you need to understand the physics of SFD and the Box2D engine.
Simply put:
The player is a circle.
The edge is a corner of a rectangle.
When the circle is moving over the corner of the rectangle, the circle will also begin to move down when the center point is beyond the corner point. If the stagger happens to end while the circle is still touching the corner "halfway down and halfway out" in a way that the game thinks the player is touching the ground then the player won't fall. But if the player still have some momentum from the stagger the player will keep moving over the corner - making the player fall but in a controlled state.

It's a similar problem when landing on corners from fall heights without taking damage, you kinda "slide" against it slowing you down greatly instead of instantly being stopped.

If the stagger ends as you're about to fall down the corner it's very much possible to grab the edge. This has happened for me a few times.
We have some other logic to adjust the stagger length to kinda make sure you're going either over the edge or stopping slightly before the edge - but it's not 100% accurate when dynamic stuff breaks and moves around or due to ping/lag spikes. That's why you sometimes can grab the edge if the stagger ends exactly at the right time.
I really do think this needs to be fixed somehow, as this happens somewhat frequently. Sometimes this even saves players from dying, which is very frustrating.
0 x
Shut up bitch!!

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