So when I first started playing Fort Wars, if you fired a pill or sticky at a prop, it would bounce off, and then slowly fall through if it sat on a bed of props. Now, when I shoot at a prop, it goes right through. This makes it a very different game when playing as demo since pills essentially can't be used to destroy forts any more (very difficult to get pills to sit next to props when they explode).
I was wondering if this change was intentional and if so, what the rationale for the change was. If the change was unintentional, can it be reverted?
Thank you
This doesn't appear to be something that we changed. I reverted our FW plugin to it's earliest version and tested it on my dev server and nades still seemed to travel through the props, so this rules out anything we've changed. It seems like Valve may have messed with collision rules if this had previously worked in the past.
Unfortunately I'm unsure of how to fix this just yet.
Also, if someone could explain how the game determines whether something is in the "no build" zone or not I would greatly appreciate it. Sometimes it seems as though if part of the prop would go into the zone it's not allowed, other times it seems it is. Might just be me not having the right viewpoint
We have some fairly aggressive AABB collision checks in place that prevent players from placing props near spawn points and resupply areas to prevent griefing. They can sometimes be a little inaccurate as that's the nature of a AABB that doesn't rotate with the prop it belongs to, so sometimes even if the prop isn't physically rotated to intersect with a nobuild area, the AABB likely does.