misc_beam -- problem... maybe a bug


(pustekuchen) #1

hi,

i have found a bug … maybe (tested on main and etpro 3.2.5 )

take a look at the picture ( its railgun at the crane near the flag )

the cranecable comes from the right, with the ammo container, put the ammo on the train und goes to the left

now i shot over the ammo-container and the shots get blocked

it looks like, if there is still the crane cable

so now my problem:

i built an elevator

i have 4 misc_beam ( = the 4 elevator cables )
the whole elevator works fine
also the cables look like as would they be allright

( the elevator can only go 1 floor up and 1 down )
(startposition = down )

when i go in the elevator and want to go 1 floor up,
everything looks fine, but if i want to walk at the place,
where the cables had been at the lower level, i get blocked.

it looks like they are not really shorter, it looks like, this part is only invisible

sry 4 that crap english

pustekuchen


(Flippy) #2

so you get blocked by the part of the beam that is invisible? but still there (or so it seems)

well i didnt try misc_beam yet but i think that’s just they way they are made… if it’s in railgun aswell then i doubt its a problem with your map but just the way it’s supposed to be.

Im not sure though…


(pustekuchen) #3

but just the way it’s supposed to be

hm ok
when this entity should work in this way … it sucks
cause there is no hint in the documentation
( maybe its not a bug … its a feature )

atm i tried to change the shader for the crane-cable to nonsolid and wanted to do the clipping manual


textures/flussbett/cable
{
	qer_editorimage textures/props/cable_m01.tga
	surfaceparm nonsolid
	{
		map textures/props/cable_m01.tga
		rgbGen vertex
	}
}

works fine on a normal brush … i can walk through it
but on the misc_beam its solid :confused:

another idea: i set the cran_cables direct to the edges of the elevator … cause there is already the elevator-wall so the clipping of the cables dont disturb

but this doesnt look very well

another idea :stuck_out_tongue:
i do everything out of scriptmovers … but then the cables look out of my building when the elevator moves up

or i put there a ladder … :banghead:


(kamikazee) #4

Or you could use misc_beams, but place them at the sides of the elevator cage where the player would be blocked anyway.

EDIT: Or place your cage at the top of the elevator so the clipping brushes will not extend the whole way down.
If you want to let your cage start at the bottom at map start, you can still use setposition in the script.