Page 1 of 1
Walking through walls
Posted: Sun Aug 08, 2004 3:31 am
by PsychoE
In my map I have a whole bunch of exploder walls. After compiling and testing, I found that it seemed as though they didn't exist. I could shoot and walk through the walls that had the exploder stuff, fall through the floors where other exploders were, and i could see the sun flare through the ceiling on the bottom floor (there is no roof yet, so the flare is going right through). I have already had some working in this map, and now none do. If it makes a difference, I am up to #set/9.
Posted: Sun Aug 08, 2004 8:36 am
by bdbodger
That is funny because the exploder script has this . I don't know why they did it this way .
if (level.exploders > 0)
{
level.exploders = $exploder.size
level.exploder = exec global/makearray.scr $exploder
for (local.i=1;local.i<level.exploders+1;local.i++)
{
if (level.exploder[local.i].walkable == NIL)
{
level.exploder[local.i] notsolid
level.exploder[local.i] thread solidify
}
solidify:
level waittill spawn
self solid
self disconnect_paths
Posted: Sun Aug 08, 2004 8:45 am
by jv_map
Maybe that little bit of code is to allow AI paths through the exploder brushes... did you call the exploder script above level waittill spawn?
Posted: Sun Aug 08, 2004 2:05 pm
by PsychoE
here is that portion of the script:
Code: Select all
level waittill prespawn
exec global/DMprecache.scr
exec global/exploder.scr
level.script=maps/dm/test_mansion_battle.scr
level waittill spawn
Posted: Sun Aug 08, 2004 2:26 pm
by PsychoE
moved one of the walls to test:
kept a wall (script obj) in its original place
moved the trigger, explodersmashed, and exploderfire to a different location in the room.
compiled and tested. the wall was there but i could still walk and shoot through it. trigger was non-existant - i unloaded a few rounds where it should have been, and nothing happened.
EDIT: now i saved all the sets to prefabs so I didn't have to build them again. I left the original one that I made in the map (which was working fine before) but still walking through. I have a floatplane error - maybe that is causing it, but not getting an entity or brush number to find the error. Will keep trying. Other than that, if any ideas pop into anyones head, let me know.
Posted: Sun Aug 08, 2004 5:05 pm
by PsychoE
Still can't figure it out. Here is my entire script so far:
Code: Select all
main:
setcvar "g_obj_alliedtext1" "Take over the"
setcvar "g_obj_alliedtext2" "house."
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Defend the house."
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
exec global/exploder.scr
level waittill prespawn
exec global/DMprecache.scr
level.script=maps/dm/test_mansion_battle.scr
level waittill spawn
end
firehurt:
$fire volumedamage 15
end
Posted: Sun Aug 08, 2004 6:05 pm
by lizardkid
if all else fails (which it might) jsut have a general line as such
this'll just resolidify them. when they're deleted it won't cause any ill-effects.
Posted: Sun Aug 08, 2004 6:21 pm
by PsychoE
that definately made them solid, but it seems that the exploder script isn't loading. My trigger doesn't work - was working before.
I think it is because I have a floatplane error, but can't get rid of it. I used rogues plugin, but that didn't do the trick. The error isn't giving me a brush/entity number, so how the heck do I find it?
Posted: Sun Aug 08, 2004 7:09 pm
by tltrude
Code: Select all
main:
setcvar "g_obj_alliedtext1" "Take over the"
setcvar "g_obj_alliedtext2" "house."
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Defend the house."
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
exec global/exploder.scr
$exploder solid
level.script=maps/dm/test_mansion_battle.scr
level waittill spawn
end
firehurt:
$fire volumedamage 15
end
The above should work but, for the best results, you can make your own version of the global exploder script.
Posted: Sun Aug 08, 2004 8:56 pm
by PsychoE
tltrude wrote:for the best results, you can make your own version of the global exploder script.
I am not that good with scripting and wouldn't know what to do. It seems to me that the exploder script is not even loading.
Posted: Sun Aug 08, 2004 9:47 pm
by PsychoE
I MIGHThave sorted it out. I loaded one #set and checked all the values. Some were in CAPS. I didn't think anything at the time so I left them. I changed them to small and the exploder worked now. Only thing is, I can see the sun flare through the ceiling. (This leads into ANOTHER Q where I ask if there is a method to block the flare - I have no roof yet and am hoping that will help.)