Detect if player is outside of world?
So is there any way to detect if a player is outside of the vis tree?
a) end up surrounding your map in a big nodraw box
b) dont detect correctly
or
c) detect erroneously, e.g. when player is going through portals.
besides, you can still noclip within the level itself. IT just requires a bit more care.
hanging_rope wrote:
You could use triggers, but I don't think you should make something noclip proof. If a player cheats, they are only cheating themselves. There was a topic about this from last year, which can be found here: maps-and-modding/cheating-t1669.html?hilit=anti%20noclip
I second this, it seems like there isn't much you can or should do; as stated in the thread, someone who cheats is only cheating themselves.
If that idiom isn't vindictive enough for you though, create trigger brushes that fill all the rooms in your map, and tie them all to a trigger_multiple. Create a point_clientcommand, and give this output to the trigger_multiple: OnEndTouch-->[clientcommand name here]-->Command-->quit-->0.00 . It's got bugs, but it will tick off cheaters. And isn't that the epitome of the holiday season?
However I definitely want to go further by making triggers with !activator -> kill. Not only does it make you lose, but your game crashes too! =D
I strongly advice against it, as it is frustrating, not even to mention you wont be able to noclip yourself
EDIT: Well...a minute is a hyperbole. Less then 5 is more suitable.
Whysopro? wrote:
However I definitely want to go further by making triggers with !activator -> kill. Not only does it make you lose, but your game crashes too! =D
Never, never, never, never, never do that. You should NEVER punish the player for cheating by crashing the game, under any circumstance, in any game. Not only is that incredibly bad in terms of "customer service" (Or the closest you can get to that in portal mapping), The player may not understand what caused it, which means they could try to cheat again several times, ending only in frustration and that player absolutely hating you and your map for "crashing their game for no apparent reason".
Motanum wrote:
Say, you have a long map, and you just cant be bothered to do the first bit, or just want to no clip to see the immense big map you just made, or you need to go back and check something again. As a developer it is nice to noclip
Isn't that what the cordon tool is for?
Whysopro? wrote:
Pfft! Fine. I am disgusted knowing that there are cheaters out there.Motanum wrote:
Say, you have a long map, and you just cant be bothered to do the first bit, or just want to no clip to see the immense big map you just made, or you need to go back and check something again. As a developer it is nice to noclip
Isn't that what the cordon tool is for?
Possibly, but personally, I find it a pain to work with placing multiple player starts. In addition, a lot of the times something in a map won't work if a portion is cordoned off. For instance, a box dropper which points to a template on top of another dropper (which may be cordoned off), won't function correctly. I just find it quicker to noclip, especially since I've bound a key to it.
Whysopro? wrote:
Pfft! Fine. I am disgusted knowing that there are cheaters out there.
Not all noclipping is "morally bad" noclipping. If someone uses noclip to go straight from the beginning to the end, without any chance to experience your map, that is morally bad noclipping. There are a bunch of morally good reasons to use noclip, and it would be silly to punish someone for doing these:
1. There's a bug in the map, and you use noclip to pass it.
2. You forget to save, die, and want to skip to where you were.
3. You want to study the map as a whole without decompiling.
4. One part of the map has a ridiculously difficult fling, or a stupidly narrow timing window, and you simply want to skip that part and move on to the more fun stuff. I actually would consider this cheating, but depending on how shitty the map is, it can still be morally good.
Personally I think it's a waste of time to even consider the play experience of someone who uses morally bad cheats. What's the point? They aren't "playing" Portal, so why care how they "don't play" your map? If someone is set on cheating, and it ends up killing them, they are likely just to quit the map and never think about it again. What they definitely aren't going to do, is think "kudos to this mapper for punishing me for cheating" and then play the map without cheats. Also, anyone can noclip and stay inside the map the entire time. Killing someone for leaving a map isn't the same as killing someone for using noclip.
I get the feeling that you are confusing noclipping with the out of bounds glitch. Many people do not consider this glitch to be cheating, or even morally bad, and it's understandable that you would want to actively prevent it in your maps. There are other ways to deal with this issue. This thread covers the topic:
general-discussion/using-out-of-bounds-is-a-bannable-offense-t1682.html
HMW wrote:
So if I understand correctly, making the outside of the map non-portal compatible doesn't necessarily prevent players from reaching the void, it just prevents them from getting back inside, disabling the use of OOB as a practical exploit.
I have never tried this, so I can't vouch for it.
Alright so if people want to cheat then fine, but I would never make an uber hard fling or some extremely narrow crouch jump through 7 portals. =D