* June 18, 2013, 10:11:44 PM
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Come Chat with us live! Learn how HERE!
 
   Home   Help Search Login Register  
Pages: [1]   Go Down
  Print  
Author Topic: Diagonal door bug  (Read 642 times)
Firstinaction


Turrets: +18/-131
Posts: 638

My greatest map so far- DRIFT... colony 15


WWW
« on: March 11, 2011, 02:48:03 AM »

I have a diagonal door that makes my spectator camera get stuck

Should I not use the diagonal door or what?
Logged

Firstinaction


Turrets: +18/-131
Posts: 638

My greatest map so far- DRIFT... colony 15


WWW
« Reply #1 on: March 14, 2011, 05:05:23 PM »

Any help with a diagonal door in your map.   It works fine but it makes the spectator camera get stuck.

Logged

Xedoh


Turrets: +4/-1
Posts: 84


« Reply #2 on: March 14, 2011, 05:44:53 PM »

The only solution I could think of is to look in which wall you get stuck as spectator and place a teleporter inside the wall that teleports you out again. I am however afraid that the door could get one-way for spectators.
Logged

Wisdom starts where knowledge ends.
Firstinaction


Turrets: +18/-131
Posts: 638

My greatest map so far- DRIFT... colony 15


WWW
« Reply #3 on: March 14, 2011, 10:48:28 PM »

The only solution I could think of is to look in which wall you get stuck as spectator and place a teleporter inside the wall that teleports you out again. I am however afraid that the door could get one-way for spectators.
"I could try but my knowledge with teleports is bad",  But yea its pretty much the only bug and its probably going to make my map be a push back from being released until I can fix the problem...

I can release it but its the spectator camera getting stuck... (crap)
Logged

Xedoh


Turrets: +4/-1
Posts: 84


« Reply #4 on: March 15, 2011, 07:16:31 AM »

Making a teleport is simple:

  • Make a brush with the "common/trigger" shader.
  • Apply a "trigger_teleport" to it.
  • (In your case set the "spectator" spawnflag, so it's only useable for spectators.)
  • Create a "misc_teleporter_dest" at the target location and have it targeted by the "trigger_teleport".

That's all. It would have been easy to find out yourself btw. There's enough help in radiant itself to get an idea how it works.
Logged

Wisdom starts where knowledge ends.
Odin
Spam Killer
*
*

Turrets: +113/-204
Posts: 1764

omgwtfbbq


WWW
« Reply #5 on: March 15, 2011, 08:37:40 AM »

Or we could just get a patch in that forces spectators to be noclip and ignore door teleporting.
Logged

Firstinaction


Turrets: +18/-131
Posts: 638

My greatest map so far- DRIFT... colony 15


WWW
« Reply #6 on: March 15, 2011, 01:56:47 PM »

True I can try that. What's the point if no clip    Does it make every thing go through it including the walls or door
Logged

Odin
Spam Killer
*
*

Turrets: +113/-204
Posts: 1764

omgwtfbbq


WWW
« Reply #7 on: March 16, 2011, 10:39:11 AM »

True I can try that. What's the point if no clip    Does it make every thing go through it including the walls or door
Noclip makes the player able to fly around, disregarding walls and other things. Spectators with noclip on get a bit of a precision benefit from noclip, as it stops and starts instantly. However, door portals still teleport spectators through doors, and that code just needs to be taken out as it serves really no purpose.
Logged

Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
TremPlus theme by Ingar, based on AF316 theme by Fedhog
Valid XHTML 1.0! Valid CSS!