How high is a player?

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Silent_Death
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How high is a player?

Post by Silent_Death »

I'm talking about boxes in MOHRadiant. (at full zoom(1)) I'm asking this because I made a door with 4 wood brushes around it (to make it look better) and I can't go through it unless I crouch. This problem occured to me before on another door but I found a way to fix it, I forgot how because I haven't been progressing in my mapping lately and just played. (yes I know I'm lazy but I'm gonna make sure I start again and stay this time)
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m0g
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Post by m0g »

Silent_Death
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Post by Silent_Death »

Thanks alot m0g! My problem was that my door was only 93 units high while a player is 96 units high.

But I still got a problem, well you see...Remember when I said I put those wood brushes around the door? Well when I walk up to the door I stop because the wood brush on the floor is in my way. I have those wood brushes on all my doors and this doesn't happen, so why does it happen with this door? can you or anyone help me? I would really appreciate it!
I'm new to mapping!
rOger
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Post by rOger »

The brush on the floor acts like a stair, making the player jump 16 units up in the air when he tries to pass it. You'll need at least a door that is 112 units high for it to work smoothly. Or turn the edging into a script object and make it non-solid.
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jv_map
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Post by jv_map »

Actually a player is 92 units high :)
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Silent_Death
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Post by Silent_Death »

Thanks r0ger your help worked, but....jv_map...well, yeah...
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chris_in_cali
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Post by chris_in_cali »

I have a small problem where the height of a room is 2 units about the outdoor floor height. Players can't simply walk into the room, they're forced to jump. Why is this and what can I do to solve it aside from sinking the room into the floor?
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Post by jv_map »

Make a small slope in front of the door with the common/playerclip texture.
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rOger
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Post by rOger »

2 units shouldn't make anybody need to jump? Any how try adding a clip brush in the shape of a slope from the ground up to the floor. But there might be some other problem, as the player can walk over obstacles 16 units high.
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tltrude
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units

Post by tltrude »

A unit is one grid square when you press "key 1" and zoom in. The default is "key 4" which is 8 units to a grid square. So, in the default setting, two grid squares is 16 units--the limit for a "no jump" step.
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chris_in_cali
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Re: units

Post by chris_in_cali »

tltrude wrote:A unit is one grid square when you press "key 1" and zoom in. The default is "key 4" which is 8 units to a grid square. So, in the default setting, two grid squares is 16 units--the limit for a "no jump" step.
Thanks, I know. It is only two unite and that's why I thought it was strange. I don't understand it. Wait... now that I think about it I think it may be something to do with the door width and stepping upward. Another map I made had doorways that worked fine if you were on level ground or walking downhill, but you would have to jump to pass through them going uphilll. I'll try making the door wider and see if that solves the problem.
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tltrude
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clip

Post by tltrude »

It may be a "headroom" problem. You can alway make 16 X 16 clip brush steps, or a clip bush ramp, as was said above. The width of a player is 32 units, but I like making my doors 128 X 64, so two players can squeeze through while jumping, ha ha. Of course the door opening will really only be 60 units wide because the door (4 units thick) opens inside the door frame.
Tom Trude,

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