Falling Glitch with CS:GO
A well known problem, but still one that's active in at least one spot of a current competitive map (and possibly around the car at bombsite B of Dust2? Maybe?...). Let's see if we can find any others.
0:19 - How is falling damage calculated? (Somewhat obvious)
1:28 - The stuck-falling glitch thing
1:54 - Possible solution
2:35 - Conclusion
This video was largely based on a suggestion that I cover it here: https://www.reddit.com/r/GlobalOffensive/comments/5b1ay8/how_did_i_take_0_damage_from_this_massive_fall_on/
In-game, unlike real life, velocity is stored as a number, rather than physical movement. This is why the player can appear to be frozen, yet the game still considers him moving.
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Other Videos By 3kliksphilip
2016-12-14 | Map Hosting - Control Point Gamemode |
2016-12-08 | CS:GO's Sound and Nuke Update December 2016 |
2016-12-07 | CS:GO Sound Update: HRTF VS Normal |
2016-12-07 | Smoke Bug Explained |
2016-12-03 | Glove Case Weapon Skins |
2016-12-01 | CS:GO Late November 2016 Map Updates |
2016-11-28 | eSports 2013 Case Weapon Skins |
2016-11-23 | CS:GO's Weapon skins explained (As of November 2016) |
2016-11-19 | Operation Payback CS:GO Hosting |
2016-11-15 | de_train's Many Changes |
2016-11-10 | Falling Glitch with CS:GO |
2016-10-26 | GhostStrike CS:GO Gamemode Hosting |
2016-10-22 | Editable Official CS:GO Maps |
2016-10-14 | New Inferno Analysed |
2016-10-09 | CS:GO's Paintball Plugin |
2016-10-06 | Some of the Many Bugs in CS:GO |
2016-09-30 | The Perfect Jump Shot Timing |
2016-09-27 | CS:GO's New Jumping Accuracy |
2016-09-24 | Better Surround Sound |
2016-09-14 | CS:GO Beta - Animations and hitreg adjustments |
2016-09-10 | Weapon Balance Mod V1.3 |
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