rio

Results 42 comments of rio

Related to #1137, #1339, #1582, #1822

@Nolan-O Are you still having this issue? Make sure your key is actually bound to `+duck` and not `toggle_duck`.

This bug doesn't seem to happen when using hex's example map and locations -- is it fixed somehow? Also, is this normal? Stickies seem to be able to partially enter...

> Another thing is bhopping. Bhopping on a ramp gives horizontal vel in mmod, but not in TF2. This could be intended, but also could be indicative of other movement...

@Ninja-Cookie There were some general collision fixes made recently -- do you know if this bug still occurs? If so, could you link an example map?

Some options we may add which would both allow for this are: 1. Only activating a zone when the player is on the ground (the setting to deactivate the zone...

`mom_set_gamemode ` (console command) - Used by gamemode selection UI - Supports autocomplete when entering manually - Fires some event like `MetaGamemodeChanged` - Sets some archived hidden ConVar like "mom_saved_gamemode",...

No that's another issue, and that's what `sv_telehop_fix 1` addresses. That's one of several problems with triggers that occur because the game does a whole tick of movement before checking...

## Angle Restrictions Names/terminology used here are placeholders and not necessarily official/final ### Group A (0 degree turn buffer) - Normal (no key restrictions) - Maybe includes backwards as a...

## Complete mode hierarchy vs. what we should actually support ![image](https://user-images.githubusercontent.com/2745352/188754360-cc7cda62-4de8-4a6d-9145-48fcb5f2b521.png) This flow chart visualizes which modes/categories nest into others. For example, since "Normal" runs are strictly harder than segmented...