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Black Windows
Posted: Mon May 18, 2009 2:16 pm
by sdlall
Having some problems with black windows maybe you could answer what am I doing wrong.
After
level waittill spawn
exec global/mohdm3fixes.scr
Now mohdm3fixes.scr is this.
Code: Select all
//black windows
local.wall = spawn script_model "model" "models/static/cratelid2.tik" "origin" " 589 90 280" "angles" "90 90 0" "scale" "5"
local.clipbrush = spawn script_object "origin" (local.wall.origin)
local.clipbrush setsize ( -90 -15 -90 ) ( 90 15 90 )
local.clipbrush solid
local.clipbrush nodamage
local.wall = spawn script_model "model" "models/static/cratelid2.tik" "origin" " 3872 -1472 116" "angles" "0 0 90" "scale" "4"
local.clipbrush = spawn script_object "origin" (local.wall.origin)
local.clipbrush setsize ( -70 -2 -70 ) ( 70 2 70 )
local.clipbrush solid
local.clipbrush nodamage
local.wall = spawn script_model "model" "models/static/cratelid2.tik" "origin" " 3375 -1472 116" "angles" "0 0 90" "scale" "4"
local.clipbrush = spawn script_object "origin" (local.wall.origin)
local.clipbrush setsize ( -70 -2 -70 ) ( 70 2 70 )
local.clipbrush solid
local.clipbrush nodamage
Works for a single player map that I took the windows out in but when I use in stock multi on black windows they are able to shoot right through.
Posted: Mon May 18, 2009 3:47 pm
by $oldier Of Ra
Try a script_origin and make the 'local.walls' also solid and nodamage.
Use a different local. name for each different entity.
Posted: Mon May 18, 2009 8:36 pm
by Rookie One.pl
As far as I can remember spawned stuff will let bullets through unless you use the immune commands on it. Try stuff like local.clipbrush immune bullet etc. ("bullet" here is damage type, there was a list of them somewhere in the docs).
Posted: Mon May 18, 2009 10:17 pm
by sdlall
well havent tried Sors way yet and will but will also try immune but i thought nodamge applied to almost if not all damage. Seems to work fine in single palyer map turned multi but as soon as I applied to village and remegan it is not working. So going to try every way until I get a fix. Also, wondering is this even possible because if it was why have I never seen a fix come out for it.
Posted: Mon May 18, 2009 10:33 pm
by neillomax
Spawn a trigger hurt in the widow area. It's hard to get the sizes right but it'll take care of the problem quick.
Posted: Mon May 18, 2009 11:28 pm
by sdlall
ja that would but trying to keep this some what realistic.
Posted: Tue May 19, 2009 3:53 am
by sdlall
hmm, tried this but still doesn't seem to stop bullets.
here is what I have so far
Code: Select all
local.wall = spawn script_model "model" "models/static/cratelid2.tik" "origin" " -2314 -2191 346" "angles" "180 0 90" "scale" "5"
local.wall solid
local.wall nodamage
local.clipbrush = spawn script_origin "origin" (local.wall.origin)
local.clipbrush setsize ( -70 -15 -70 ) ( 70 10 70 )
local.clipbrush solid
local.clipbrush immune bullet
local.clipbrush immune fast_bullet
local.clipbrush immune bash
local.clipbrush immune mg
local.clipbrush immune explosion
local.clipbrush solid
local.clipbrush nodamage
Any suggestions have tried just about everything i can think of. I know I really dont need the bash and the explosion.
Posted: Tue May 19, 2009 3:57 am
by sdlall
ah might have found the reason why part of the box is inside the wall which from what i understand could cause it to be shot through or at least that is what i interpreted a post as. hmm now thinkng that can not be right because my boxes in a single player map work just fine and the are some what in the wall. which is right?
Posted: Tue May 19, 2009 5:46 am
by $oldier Of Ra
Nodamage applies all immunes.
Posted: Tue May 19, 2009 10:09 am
by sdlall
Thats what I though. So can delete all the immunes out but that still does not fix anything.
Posted: Tue May 19, 2009 1:42 pm
by neillomax
If you spawn a clip brush, and I assume make it solid.... does that work ?
Posted: Tue May 19, 2009 4:10 pm
by Herr Klugscheisser
He already mentioned a solution. He realized that part of the box was within a wall ... I had to learn the hard way too that this allows "bullets" to pass through. The clipbrush would have to be outside of the wall without touching it. I found that out trying to help someone on Brest where you can shoot trough a wall. I placed the clipbrush within the wall and it did not stop the "bullets", it had to be just outside of the wall for it to work.
Hmmm though I seem to remember something about the windows now. Was it Elgan or Hal that said once it passes through a window it keeps on going for some reason? Maybe jv? Not sure now.
Posted: Tue May 19, 2009 4:57 pm
by sdlall
ja seems to be i have moved the clips to outside of window and wall and semmed to not be shot through from outside to inside havent yet tested other way around. Also, statring to think it has to do with windows and not walls because in m2l1 I took out windows and place lids with clips around them in place of the windows and guess what this does not happen. Also, found some premade clips on TMT by someone. They didn't seem to work but i just tested them real quick well guess if the window allows bullets to keep traveling maybe need to sandwich the windows in a clip but not have either clips touching it.
Posted: Tue May 19, 2009 5:42 pm
by $oldier Of Ra
Are you, by any chance, still using my kill detection with the height of the bullettrigger set to 92?
Posted: Tue May 19, 2009 5:56 pm
by sdlall
naw bro drop that down to i think 72 or 74 no problems with that. this just has to do with the windows i have a feeling. i redid 3 windows and when i went into to test 2 were still touching the black window barely and you could shoot right through the 3rd was off a bit of it and could not shoot through.
Btw, not sure if i said anything about your ranking system but nice idea. Noticed server is down or maybe my xfire just lost the ip.