Originally Posted By: Redeemer
That would work great, except ellipsoids are ALWAYS used for entity vs. world interactions. The POLYGON flag only affects entity vs. entity interactions.
Yeah, I've already tried this (my actual model is just a cube, since it's an FPS), but all entity vs. level collisions are ellipsoid based. I don't think there's a way to get around that, so I need to find a way to prevent the playing getting stuck, or simply fix the problem quickly whenever it happens. Maybe anyone has any ideas on how I might be able to detect if the player is stuck like this? The player has a c_trace under him checking if he's on the ground, if that changes anything, so when he's stuck gravity is still trying to pull him down, and the game knows he's in the air. Obviously, if the c_trace hits the ledge, then the player will be able to walk up on to it, which is how it should work.