ooh thanks for telling me. TBH as soon as i saw the title, i knew what the issue was. I beleive its because the position after being attached is only updated client side. as far as the server is concerned, they are both in the same spot. even though the server also keeps track of the attach position, it doesnt take it into account probably because it would have to be calculating it from the bone position and rotation of the model.
i guess the simpliest fix would be to have the distance check disabled when attached. so they are always visible. a slightly better option is to check if they are attached and then add the attach position to the player position var before checking distance. that would only work for players attached to the same object and bone tho. because if 2 players were attached to the centre of different bones on the same object, even if those bones are far apart, the calculated positions are the same. heh it kinda ends up becoming a mess to think about. the best fix is probably the simplest and to have the feature basically disabled for players who are attached to something. but i can see what works best.
Hi, the problem happens when the players are attached on the same entity Player who are onboard of a vehicle cannot see each other (even meters away) . You can test it on Steampunk Blimp, Ju52 (both versions) and the Fishing Boat. Just enter the vehicle and go to the nose and the other player enters and go to the back, so you can see the problem happening. https://content.luanti.org/packages/apercy/steampunk_blimp/ https://content.luanti.org/packages/apercy/ju52/ https://content.luanti.org/packages/apercy/ju52_hydro/ https://content.luanti.org/packages/apercy/fishing_boat/
ooh thanks for telling me. TBH as soon as i saw the title, i knew what the issue was. I beleive its because the position after being attached is only updated client side. as far as the server is concerned, they are both in the same spot. even though the server also keeps track of the attach position, it doesnt take it into account probably because it would have to be calculating it from the bone position and rotation of the model.
i guess the simpliest fix would be to have the distance check disabled when attached. so they are always visible. a slightly better option is to check if they are attached and then add the attach position to the player position var before checking distance. that would only work for players attached to the same object and bone tho. because if 2 players were attached to the centre of different bones on the same object, even if those bones are far apart, the calculated positions are the same. heh it kinda ends up becoming a mess to think about. the best fix is probably the simplest and to have the feature basically disabled for players who are attached to something. but i can see what works best.