Page 1 of 1

Moving barrals

Posted: Tue Apr 20, 2004 12:35 pm
by mike@catch22
rite...hope someone can help

For extra detail in my map, i have made some old fashioned radiators. I wanted to make one leak when it was shot so i scripted it to be a barral, i also made it indetructable.

Now, when i compile the map all looks good and the radiator does leak when shot. But when i shoot the radiator the whole thing jumps around, as in "bouncing from being shot". Is there any way to disable this bug or is that an integral part of the barral function.
Or is it because the barral is made of many parts all selected as one barral that makes it move when shot?

Any suggestion will be of great help one way or the other...thx :)

Posted: Tue Apr 20, 2004 2:17 pm
by M&M
yeah,i have noticed that in alot of other maps.i think its a bug that couldnt be fixed ,otherwise the authors of those maps would have fixed it .but it might be fixable ,just wait 4 a more experienced mapper to answer :wink:

brush or patch

Posted: Tue Apr 20, 2004 2:29 pm
by tltrude
For some reason, unknown to me, func_barrels with solid brushes as part of their construction seem to jump less when shot. All patch mesh barrels jump like crazy.

Posted: Tue Apr 20, 2004 2:36 pm
by M&M
hmmm!!!,i was talking about the solid brushes ones.i never even considered making a barrel from a patch mesh as that would make 2 much faces :?

Posted: Tue Apr 20, 2004 6:10 pm
by Angex
You need to include an origin brush as part of the barrel, I don't think it matters where abouts, but I usually place them at the bottom.