Pulsar
#802 posted by xen on 2003/12/04 14:23:42
You could just add a gap under the doorway with lava at the bottom, so the player has to jump to get over it. Dogs and fiends can still pass though if the player is in sight...
Good Idea
#803 posted by Wazat on 2003/12/04 14:29:46
The player can jump, or you can make a player-only teleporter to bridge a gap.
You can also use the fake q1 ladders, since monsters most definitely cannot use those.
Also, you can make a trigger (will only respond to players) that triggers a door or barrier to open or move, which then rapidly closes behind him.
But if you want a barrier that monster bullets and attacks cannot penetrate, then you'll need code for sure... maybe. People always have suprising tricks for these things. :)
Right
#804 posted by R.P.G. on 2003/12/04 16:04:41
You could just add a gap under the doorway with lava at the bottom, so the player has to jump to get over it.
Or make that gap 48 unit wide, and put a clip brush on top. (You could also put func_illusionary bars over it so it looks solid.) The player can walk over it, but the monsters can't.
Cool
#805 posted by Wazat on 2003/12/04 16:10:26
Good to know. I had always assumed monsters could walk on clip, but this makes sense since tracelines go right through them.
Thanks, RPG.
Sky Textures
#806 posted by Mike Woodham on 2003/12/04 17:00:08
Is there, or could there be, a sky texture without a 'horizon'? Anyone know?
Well
#807 posted by PuLSaR on 2003/12/04 17:13:49
thanks for you feedback, but my situation is a bit different, i.e. I need monster clip to protect trigger_mosterjump that I placed for one special monster that should fall on it from above
but I think making a gap around it will help me
/me goes to check it
Well
#808 posted by czg on 2003/12/04 17:35:48
If the problem is that there's monsters running into the monsterjump after it's been used, you can kill it with killtargets you know...
Or..
#809 posted by glassman on 2003/12/05 01:45:14
you could make a func_wall that covers the monsterjump for the earlier ones & then kill the func_wall to reveal it. If both are pretty thin it might hardly be noticeable.
Or The Floor Is A Func_door...
#810 posted by Wazat on 2003/12/05 11:15:27
...that moves down a few units to expose the trigger.
Oh
#811 posted by PuLSaR on 2003/12/05 17:06:48
thanks a lot for feedback, I think now I'm able to make it work as I want
Warning 12
#812 posted by Zwiffle on 2003/12/06 11:36:12
Warning 12: New portal was clipped away in CutNodePortals_r. Does this mean I have like a lava or water brush that goes past a brush to the outside, like I think it does or does it mean something else? How can I fix this problem? I used DuBSP and WorldCraft to compule this map.
No, You're Probably
#813 posted by aguirRe on 2003/12/06 12:18:38
thinking of the "Mixed face contents ..." warning/error. The warning you mention usually doesn't cause any problem and I've actually never seen a good explanation of it.
Also, having lava/water/whatnot sticking out into the void doesn't matter at all; it's removed (filled) by the compiler if the map is properly sealed (no leaks).
Zwiffle
New portal was clipped away errors can occur where there's overly complex brushwork in a place; it's like the compiler says, "I give up" and chucks the whole thing.
I had that with a couple of tunnels in FC1M2 - so bad were they, I couldn't vis the damn thing. I had to rip out the offending walls and redo them with simpler brushwork.
Oh Ok That Makes Sense
#815 posted by Zwiffle on 2003/12/06 21:45:34
Thx I know why I get that problem now. I made a room with like 5 cylinders, 16 sided each with all sorts of decorative carvings in them, something like a few hundred brushes in one scene from the carving alone. Thx for the help!
Zwiffle
#816 posted by leviathan on 2003/12/06 22:57:32
Carving is evil, and will lead to many erros in your map. When splitting up brushes, always use the clipping tool.
New Portal Was Clipped Away In CutNodePortals_r
#817 posted by Mike Woodham on 2003/12/07 02:34:13
Interuptable Vis Program
#818 posted by Scragbait on 2003/12/08 18:53:03
I believe that on one thread there was a discussion about a Q1 vis program that you could stop and restart, saving intermediate results. I need such a program to process a map that is taking a very long time to vis.
That Would Be Very Nice...
#819 posted by Wazat on 2003/12/08 19:28:49
I wonder if it's real, or in mid-development/planning...
I Think It Was Just Some Programmer's Dream.
#820 posted by metlslime on 2003/12/08 20:43:47
like maybe tyrann or aquire.
No It Actually Existed
#821 posted by xen on 2003/12/08 22:20:04
I think Aguire was giving them out to people in the last coagula contest; copies of a vis program that would save progress in the event of accidental shut down (like a powercut, crash or whatnot).. enabling resume next time the program ran.
Interuptable Vis
#822 posted by pushplay on 2003/12/08 22:22:13
Couldn't you just nice/prioritize it down the point of it being virtually paused? You'd have to leave your computer on, but that's usually not an issue.
Hm
#823 posted by xen on 2003/12/08 22:26:12
You'd have to leave your computer on, but that's usually not an issue.
Why else would you want to stop & resume it? :S
That Vis Thingie
#824 posted by Zwiffle on 2003/12/08 22:55:51
I believe Bengt Jardrup's latest vis update has a safe feature which will start at the last save point if you stop in the middle. I'm not sure though, I thought I saw that on the vis update text on his webpage.
Xen
#825 posted by Scragbait on 2003/12/08 23:29:31
I can't wait that long.
Windoze ME
#826 posted by Scragbait on 2003/12/08 23:34:29
...or my internet access manager has memory leaks. I run a clean PC with no background tasks but that still isn't enough on top of 3/4gig of RAM. I have to restart way too much. My map needs days to vis.
Yea, I know a Q1 map shouldn't need so long to vis but I'd like to try the sledgehammer first. I'm tired of this map and want to move on
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