V2 solid?
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V2 solid?
Hi, i tried a search on the forum about this problem but could't find a solution.
ok here's my problem, hope someone can help.
I have 3 V2 rockets in my map, 1 verticle and 2 horizontal, and you can blow them up. But the V2's bounding box blocks players, nades and bullets. It really hurts the gameplay because you can shoot to your enemy behind the bounding box of the v2 but you can't hit him. The bounding box is much bigger then the v2 itself, so if you throw a nade past the v2s(even if you throw it a few metres near the v2) the nade will bounce back. really annoying.
I've first made the v2s like: animate>equipement>v2 and put the exploderscript stuff in it. Well that results in what i have subscribed above.
Tried to fix that with making the classname "script_model". And checked not-solid(spawnflag 1). Well that worked a little for the verticle V2, but now you cant even get close to the horizontal v2s. You will get stuck in the bounding box, and you have to kill yourself. If you throw nades at it , the nades will just hang in the air stuck in the bounding box.
So the first thing i tried was better then the script_model. lol
So does anyone knows how to fix it. The rockets need to be non-solid(i have a metal clip in it) So players can run around the V2 shooting at each other and kill. And so your own nades wont kill yourself because it bounced back to the v2 bounding box.
Does it got anything to do with the exploder for the obj?
Hope you guys understand this, i couldnt find anything about this weird thing.
The problem is in the map: V2 rocket deployment, it's already released but there's coming a second version with nice fps:)and no bugs(i hope) the only problem are the v2 rockets. you can download it on my site [url]ttmaps.vze.com[/url]
greetz TT
ok here's my problem, hope someone can help.
I have 3 V2 rockets in my map, 1 verticle and 2 horizontal, and you can blow them up. But the V2's bounding box blocks players, nades and bullets. It really hurts the gameplay because you can shoot to your enemy behind the bounding box of the v2 but you can't hit him. The bounding box is much bigger then the v2 itself, so if you throw a nade past the v2s(even if you throw it a few metres near the v2) the nade will bounce back. really annoying.
I've first made the v2s like: animate>equipement>v2 and put the exploderscript stuff in it. Well that results in what i have subscribed above.
Tried to fix that with making the classname "script_model". And checked not-solid(spawnflag 1). Well that worked a little for the verticle V2, but now you cant even get close to the horizontal v2s. You will get stuck in the bounding box, and you have to kill yourself. If you throw nades at it , the nades will just hang in the air stuck in the bounding box.
So the first thing i tried was better then the script_model. lol
So does anyone knows how to fix it. The rockets need to be non-solid(i have a metal clip in it) So players can run around the V2 shooting at each other and kill. And so your own nades wont kill yourself because it bounced back to the v2 bounding box.
Does it got anything to do with the exploder for the obj?
Hope you guys understand this, i couldnt find anything about this weird thing.
The problem is in the map: V2 rocket deployment, it's already released but there's coming a second version with nice fps:)and no bugs(i hope) the only problem are the v2 rockets. you can download it on my site [url]ttmaps.vze.com[/url]
greetz TT
It sounds to me as if he has already done the clipping boxes. I haven't used script objects yet. In static objects, there is a flag that says "No static Collision" Is that the same thing as your "No Solid" checkbox?
If that is the case, You could probably build a V2 out of brushes. It is a pretty simple model. Then grab the camoflage texture from the V2 static object to place on the brushes.
If that is the case, You could probably build a V2 out of brushes. It is a pretty simple model. Then grab the camoflage texture from the V2 static object to place on the brushes.
Diego
ok fixed it:D
here's what was wrong:
The rockets had a "targetname" of "exploder".. that isnt the good way(stupid me).
I made a new targetname for the rockets, doesnt matter what. And gave the bombs a "target" to the rocket's targetname. Now you can see a blue line from the bomb to the rocket. It's kinda silly problem, i havent done the objective by a tutorial but made it by my self and that resulted that it didn't work properly.
I looked in the objteam2.bsp with bsp viewer, then compared that v2 with my v2s. Then i found the problem.
Well it works now, i'm happy and i think you guys can play the new version next week without the crappy fps. Need to compile it for 20 hours now, so... lol
here's what was wrong:
The rockets had a "targetname" of "exploder".. that isnt the good way(stupid me).
I made a new targetname for the rockets, doesnt matter what. And gave the bombs a "target" to the rocket's targetname. Now you can see a blue line from the bomb to the rocket. It's kinda silly problem, i havent done the objective by a tutorial but made it by my self and that resulted that it didn't work properly.
I looked in the objteam2.bsp with bsp viewer, then compared that v2 with my v2s. Then i found the problem.
Well it works now, i'm happy and i think you guys can play the new version next week without the crappy fps. Need to compile it for 20 hours now, so... lol
Last edited by TopTiger on Thu Apr 29, 2004 4:09 pm, edited 1 time in total.
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Bjarne BZR
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