V2 solid?

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TopTiger
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V2 solid?

Post by TopTiger »

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
kai0ty
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Post by kai0ty »

make them unsolid and make ur own clips. use a cyliunder clip for teh body, a cone for the top, and some slants for the tails. u dont have to be exactly fit to the V2, just close.
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Post by LeadHead »

yea i know what u r talkin bout. all i did was wat kai0ty said, and that is all the help i can give u. sry
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Post by lizardkid »

if you dont know what clips are use texture_common textures and find one that suits you, metalclip will work fine, just use it as a brush and cover the v2 with it.
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Post by diego »

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.
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Post by TopTiger »

I have metal clip in it:) i already said that. I know a lot about mapping, but this thing is just weird for me.
The rockets are unsolid, but that doesn't work, the bounding box will stay solid.
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Post by Krane »

Try using a script model w/ key - value > targetname - static/v2.tik and check the NOT SOLID box and then make the clip brushes.
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Post by TopTiger »

ok fixed it:D
here's what was wrong:
The rockets had a "targetname" of "exploder".. that isnt the good way(stupid me). :oops:
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 :D
Last edited by TopTiger on Thu Apr 29, 2004 4:09 pm, edited 1 time in total.
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diego
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Post by diego »

where did you get a bsp viewer?
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Post by TopTiger »

well i used mohaatools. You will find If you search on google for: mohaatools bsp viewer.
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Post by Bjarne BZR »

Hey TT, how about setting the "walkable" parameter on the exploder? Didn't that work?
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Post by TopTiger »

walkable 1 didn't work. :?
thx for your help all. :)

Oh compiling is done now, gonna test it for the next few days.
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