Master-Of-Fungus-Foo-D wrote:put triggers in the doors so when the enter indoors it disables heir abilty to call it?
just a suggestion
Sure... And how do you know if the player leaves or enter the building without spawning another trigger?
Elgan wrote:eek trace up and then up again..hmm
Nah, it traces from 16384 Z to the first solid surface, which is usually skybox. Then it traces from skybox height - 1 to -16384 to get the surface origin.
Elgan wrote:I had the bomb fall and blow up on the thing it hit. SO if the target was indoors it would hit the roof.
Maybe find this spot using trace but physicaly drop the bomb anyway.
Sure, but remember, that there's no skybox at V2 indoors area and the roof of for instance the garage is the first solid surface the tracing encounters. So it would drop bomb inside the building anyway. And if you called a fire mission outside the bombs would explode at the top of the skybox, which would be even worse.
Elgan wrote:ANd sighttrace. If the player is inside and the target is on the roof they are outside and it wont work. THis might work for v2 anyway. If they are looking through a window they might be able to call is still. But wudnt u be able to call the coors from a window?. Also if u called a coord from inside in real life the bomb would hit the foor if it was a coord for inside. get me?
Sighttracing is quite useless as it's already done when the player clicks his binoculars. And on maps with normal sky
box, like Destroyed village, when you call a fire mission somewhere near a building, the bombs sometimes hit nearby buildings' roofs. It's just making sure you can't call a fire mission inside a building. I want to make it work like it does in Wolfenstein Enemy Territory - play as a field ops to see how it works in there.
Elgan wrote:Another idea. Find the skybow by tracing outside down to the top of the map? Then thats the height. right now trace up from that player/ If its not the skybow then maybe ur inside? if it is a flat skybox u cud just trace the heights and even sighttrace the player and the z of the sky. if it cant see down from the sky onto the player they are in somthing like a room.
Don't forget that skybox is not always of the same thickness. It can be 0 units thick, but it can also be 128. How can you be sure that what you've traced actually is the skybox? It would be much simpler if tracing would skip it like it does with grates and windows.
