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u boat and higins .. how??

Posted: Sat Jun 07, 2003 8:50 am
by king_of_hi_ping
trying to spawn a higgins that a player can run into or use for cover ..
but there seems to be bounderies on the spawnd object that wont allow a player to board,,this is the same i noticed for the uboat.. i would like to make it so they can walk on the deck .. iinstead they seem to walk on an invisable bounderie that is 30 feet over..



How can i fix this, or can it be fixed..

thanks

Posted: Sat Jun 07, 2003 2:54 pm
by jv_map
This is very hard to fix as these models have no collision data except their bounding box. In game this fixed by making the model notsolid and put clip brushes upon which players can walk. It's a hell of a job to spawn all necessary clip brushes from the script, and you can only use axial brushes :?

Posted: Sat Jun 07, 2003 3:39 pm
by king_of_hi_ping
im willing ..lol ...

could you give me an example of how to spawn one of these brushes ..

say the size is 300 long by 200 wide...

and it is used to stand on . if i have an example i could give it a shot and play a little with angels and such


spawn us a brush oh wise one.


thanks jv youv always been a help

Posted: Sun Jun 08, 2003 12:01 pm
by Sgt.Pepper
This is in pak4 from the 2.15 Sh patch. It's used as a map fix.

//add in our clip brushes
local.clipbrush = spawn script_object
local.clipbrush.origin = ( -1125 4470 -10 )
local.clipbrush setsize ( -340 -220 -100 ) ( 340 150 120 )
local.clipbrush.angles = ( 0 347 0 )
local.clipbrush solid

Hope that helps. I'm sure you could edit it to suit your needs.

One question though, what's a "axial brush"?

Posted: Sun Jun 08, 2003 2:11 pm
by jv_map
Sgt.Pepper wrote:One question though, what's a "axial brush"?
It's a non-angled brush, i.e. doesn't have diagonal faces but is a box.

Posted: Sun Jun 08, 2003 2:30 pm
by king_of_hi_ping
looking at the above i see the origin x,y,z

now as far as giving it a size.. im confused on the two xyz sets ..

the lastone looks like a box of 340 long 150 wide and 120 high..
the first looks like the angles,, if the last is the size of the box .. what is with the first ..

local.clipbrush setsize ( -340 -220 -100 ) ( 340 150 120 )

is there any tut on setsize where i can see what these negitve values are

Posted: Sun Jun 08, 2003 2:35 pm
by jv_map
The first vector is the 'starting point' of the brush, the last vector the 'end point'. These two vectors are enough to define a box (image the way you can select areas in e.g. windows or any paint program: you start somewhere and drag down to another point, which is enough to draw a box).