Non-clipping properties ?

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Kalti
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Non-clipping properties ?

Post by Kalti »

Lo guys,

Once again looking to solve a problem in my map, this time something I've been strugling with from the very early stages...

The external cargolift (Static/not scripted)

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I want players to be able to get on the cargoplatform from inside the building

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Currently the cables are under such angles that players can't pass between them to get on the platform, changing the angles of the cables isn't really an option as it wouldn't seem realistic any longer.

Now, I've tried setting specific surface properties of the used texture but no result... Is my only option to create a custom texture for the first 2 cables (the ones facing the building) and write a shader to go along, or am I totally overlooking something ?
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Axion
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Post by Axion »

Are you going to make the lift moveable? I'd just turn the cables into script objects and give them targetnames (cable_1, cable_2, etc.) and in my script, I would make them notsolid-

$cable_1 notsolid
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Kalti
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Post by Kalti »

No... it's just the static platform
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Axion
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Post by Axion »

I was just wondering.

Turning the cables into script_objects and making them notsolid should work.
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tltrude
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doorvator

Post by tltrude »

It would be very easy to turn the whole thing into a no-scripting elevator.

http://gronnevik.se/rjukan/index.php?n= ... veElevator
Tom Trude,

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Kalti
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Post by Kalti »

Thanks guys!

You too tltrude... but this elevator is not ment to be working
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Post by bdbodger »

You can also use beams for the cables just make 4 func_beams one for each corner of the lift and then have them all target a script_origin where you want the beams to join . Use the key: shader Value:textures/general_industrial/cable_wire also key:maxoffset Value: 0 .The beam goes from the exact center of the func_beam to the exact center of the script_origin . You control how wide the beam is useing the scale key 1 would probably be ok but adjust it to what you want . default is 1 . You may also have to give it the key: activate with no value .

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Post by Rookie One.pl »

The shader just needs a notsolid property. You can probably do that by the surface inspector.
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