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ButtChew
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Posts: 54 Joined: Sat Feb 08, 2003 9:19 am
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by ButtChew » Tue Feb 11, 2003 8:21 pm
I have a wall that you can shoot, and it blows up leaving a hole in the wall. Its done with 2 script objects, and a multi_trigger.
The original wall (that you shoot) takes about 4-5 shots or whatever. After it disappears and the new one (broken/damaged) appears the decals from the old wall are just floating in the hole.
Any suggestions?
jv_map
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Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
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by jv_map » Tue Feb 11, 2003 8:58 pm
Make the script_object non-solid and place a weaponclip brush behind.
ButtChew
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Posts: 54 Joined: Sat Feb 08, 2003 9:19 am
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by ButtChew » Tue Feb 11, 2003 9:02 pm
If I make it a script_object that isnt solid ... wont the player be able to walk through it then.
And what is the function of the weaponclip brush, just so I can understand what its all doing.
jv_map
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by jv_map » Tue Feb 11, 2003 9:10 pm
Sorry add a clipall brush.
This will prevent anything (players, bullets, actors) from going through.
You might want to try a stone clip as well, or any other material clips.
ButtChew
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Posts: 54 Joined: Sat Feb 08, 2003 9:19 am
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by ButtChew » Wed Feb 12, 2003 2:33 am
I see, so the wall itself isnt solid ... then the clip brush, which the player cant see, stops all the player/bullet stuff.
So the clipall brush wont show decals?
jv_map
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Posts: 6521 Joined: Tue Sep 03, 2002 2:53 pm
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by jv_map » Wed Feb 12, 2003 4:37 pm
None of the clip brushes show any impact marks.