in my map there is a place where the player can't walk further and is blocked by s/th like an invisible brush. He can walk around, try from the other side, there is something like standing around and not being drawn. In MOHRadiant there isn't anything in this place, one floor below (128 units lower) is a trigger_use, but that's all.
And I had this problem once in another map, there without a trigger...
Did this happen to anyone else who then found a solution?
player blocked by - errrmm - nothing???
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Is the spot near a cut off brush? Put something there and figure out the coordinates of the spot. Then open your map file with Wordpad and look for those coordiates. Sometimes a script_model will go "wacko" and put it's collision box in another location. You might see the white outline, if you highlight some of the models near the spot. It might be a ceiling light below the spot too.
I appreciate every input that is related to the question, and you're right about what you say. But this time, it didn't workZip wrote:Good point Wacko!![]()
Just thought some input from a noob might help. We tend to think about simple solutions which sometimes may have been overlooked by all you experienced mappersDidn't pay off this time though
tltrude, i will start investigations...
ty 8)
after looking into the .map file (>45.000 lines
) i decided to go another way:
took the part of the map where the error was and deleted parts and parts until the "invisible brush" was gone. Afterwards, I can say, well this one i ought to have checked earlier...
anyway, it was two switches (static_item_switch1), which blocked the player from one floor underneath. put them in again and the same problem is back again. Their collision box, though looking fine in mohradiant, is probably 7 feet high!?
okay, is there a key/value thing, which turns the collision box off?
key/value notsolid/no value, notsolid/1 and nonsolid/1 don'T help.
took the part of the map where the error was and deleted parts and parts until the "invisible brush" was gone. Afterwards, I can say, well this one i ought to have checked earlier...
anyway, it was two switches (static_item_switch1), which blocked the player from one floor underneath. put them in again and the same problem is back again. Their collision box, though looking fine in mohradiant, is probably 7 feet high!?
okay, is there a key/value thing, which turns the collision box off?
key/value notsolid/no value, notsolid/1 and nonsolid/1 don'T help.
