Walking through concrete objectives :'-(

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Bjarne BZR
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Walking through concrete objectives :'-(

Post by Bjarne BZR »

I'm having problems with an objective explosion ( yes, I made a tutorialon that exact subject, so? I'm not omnipotent you know... ( Yeah right :twisted: ) ).

First: The thing is: I can suddenly walk through the brushes after I made them exploder / exploderchunk / explodersmashed.
In the tutorial map i made, the exploder is solid... And as far as I know I did the same procedure this time...
The only difference is; in the the tutorial I made stuff from scratch, but now I made an exploder out of a number of existing detailed distiller racks:
Image

Second: In the tutorial map all is fine except one thing: If I shoot the panel ( the exploder ) before the explosion, the bullet marks remain floating in thin air after the blast... can this be avoided and still get bullet marks when firing on the undestroyed panel?

/Bjarne
PS: The objective itself works like a charm its just the lack of player clipping...[/img]
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mohaa_rox
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Post by mohaa_rox »

I also had that prob. But ignored it.
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Post by Bjarne BZR »

Well geee.... thanx.... that really helped.... :wink:
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Post by mohaa_rox »

You're being sacrastic.
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Bjarne BZR
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Post by Bjarne BZR »

LOL

Actually, yes... a bit... can't get anything past you can I?

:D
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Post by jv_map »

You could spawn or add some clip brushes.
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Post by Bjarne BZR »

I'd rather not. Because the exploder's ( distiller racks ) are so complex ( around 100 brushes )... I can't see why I can walk through this objective, but not the tutorial one... the only difference I can see is increased brush count...

And besides, if it happens to regular brushes that normally should block, cant it happen to clop brushes too?
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Post by Bjarne BZR »

:D Cracked it!!!!!! :D

Among all these hundreds of brushes were one that was double ( 2 in the exact same place ).
One of these were not a script_object but a detail... somehow it f****d things up... don't understand how... details can't even have key/value pairs? Can they?
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Post by jv_map »

There's a detail entity which can have keys and values. However, this entity is bollocks.
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Post by Bjarne BZR »

Thanx for that jv_map... then the explanation of the error gets simpler: In the #set connecting the objectives were a brush that was not a script_object ( as it should ). This probably confused the exploder initialization process in some strange way... making all the brushes of the #set non-solid.
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