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Walking through concrete objectives :'-(

Posted: Wed Feb 19, 2003 1:47 pm
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]

Posted: Wed Feb 19, 2003 1:52 pm
by mohaa_rox
I also had that prob. But ignored it.

Posted: Wed Feb 19, 2003 1:55 pm
by Bjarne BZR
Well geee.... thanx.... that really helped.... :wink:

Posted: Wed Feb 19, 2003 2:06 pm
by mohaa_rox
You're being sacrastic.

Posted: Wed Feb 19, 2003 3:32 pm
by Bjarne BZR
LOL

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

:D

Posted: Wed Feb 19, 2003 4:06 pm
by jv_map
You could spawn or add some clip brushes.

Posted: Wed Feb 19, 2003 4:26 pm
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?

Posted: Thu Feb 20, 2003 1:27 am
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?

Posted: Thu Feb 20, 2003 7:24 am
by jv_map
There's a detail entity which can have keys and values. However, this entity is bollocks.

Posted: Thu Feb 20, 2003 11:20 am
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.