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elevator - passable ...
Posted: Fri Apr 11, 2003 7:53 pm
by -Gandalf-
okay, i'm using badger script and his nice showcase ... i've done everything and it works great in-game BUT ... hehe there's always a but ...
the elevator itself that goes up and down and is made up of its 3 walls + floor + ceiling ... is not solid! ... hmm i think the walls are solid, but the floor and ceiling of it are not solid ... any ideas on making them solid ...below the elevator there's nothing as well as above it ... as in ... there's nothing that could cause a z-fight when it goes up and down ... there's some brushes but enclosing it, to make it look good, but those do not interfere or anything with the whole process movement ...
thanx
gandalf
Posted: Sat Apr 12, 2003 12:00 am
by nuggets
$floorname solid //should do the trick, but maybe i've misread what ur asking

Posted: Sat Apr 12, 2003 5:50 am
by -Gandalf-
hey nuggets!
this is what i'm talking about
http://members.shaw.ca/bdbodger/elevato ... t_page.htm
i've put the elevator.scr from the download and done everything as its pointed it out in that link and in the readme from the download ... but somehow my "targetname elevator" script object has its lower part and upper part (floor/ceiling) passable as in not solid ... i tried editing the entity window for these brushes and putting
key - solid
value - 1
but that didnt work ... funny cause all my other script_object are solid but these 2 no ... maybe the way they touch the other brushes (wall one's) ... dunno ...
see what i mean ...

Posted: Sat Apr 12, 2003 6:37 am
by nuggets
well i don't really know...
but... you really only need all that script if using multiple elevators, i edited the script LOTS!!! (it's not foolproof) for
Wacko so i can send you a copy of it if ya like, but you'll need to ask him if he minds you having the elevator he made, the script isn't much good without the proper entity names
the only other option is to just delete them both, copy the walls brush (that you know isn't passable) and resize it to fit, make sure also you don't have a texture that's notsolid on it in the .shader
Posted: Sat Apr 12, 2003 7:58 am
by wacko
Posted: Sat Apr 12, 2003 8:07 am
by jv_map
Just add some clip brushes to your elevator

Posted: Sat Apr 12, 2003 9:13 am
by -Gandalf-
dont worry they have solid textures ... you can see from the pic i used the deckgrate or something of the sort text and one similar to that one but lighter ... ok i'll try the resize and if it doesnt work i'll go for your elevator script, thank you guys!!!
jv ... making a clip brush, wont that even if the elevator goes down stay in its initial position ... or will it move with the elevator brushes ...
or should i make all those brushes duplicate, add them the clip tex and edit them with the normal brushes entity info? ..
i'll try all the ways see which one comes out first ...
hey by the way ... i have to have mohaa installed yes or yes to compile a .map right ... (thinking of putting the mohradiant and .map in another comp to make my -final compile, but cant install the game cause it wont fit ... hehe only 3 gig space on that comp ...

) ... yeah disregard that ... you do need it ...
Posted: Sat Apr 12, 2003 11:34 am
by nuggets
cheers
Wacko!!!

if you are using the clip, add to ur script
$elevatorclip bind $elevator
using the relevant entitynames

Posted: Sat Apr 12, 2003 8:06 pm
by -Gandalf-
ok, used the metal clip in the top and bottom as a script object and named it prop and added the line to badger's script and it works great
thanx a lot guys!
2 more things and i'll release my first map ever with radiant ... and second argentine mohaa map
