Mover problems...


(hummer) #1

[EDIT: fixed crack smoking typos]

If a mover drops along the Z axis, and lands on a dead body, the mover just bounces up and down rapidly until the body disappears. Then the mover goes along it’s merry way.

However, it’s no secret I have a rolling boulder in my map that drops vertically… and has the potential to land on a body sometimes.

So, what I’ve done, is move the clip portion of the mover up a bit… enough to not land on the dead body and continue motion. The model is still drawn properly… but this also means people can shoot through the bottom of the boulder :confused:

Can anyone think of a more elegant solution to this problem?


(Thej) #2

Move the origin brush as well


(sock) #3

Put a trigger_hurt brush where the boulder would land and switch it on/off via the script when the boulder hits the ground.

Sock
:moo:


(red_mamba) #4

i made some traps for my egypt map. I defined mover as crusher because I want to kill who ever triggers the trap. And the trap never bounces up and down. That might be the problem.


(hummer) #5

Well, everything is working

I mean, what I have is a clip brush (and origin) turned into a script mover that follows path corners… then I also have a trigger_hurt (and origin) that moves along the same path.

But the real thing I’m concerned about is the bouncing boulder. It’s a solid mover… so when it lands on a body, it bounces. I was wondering if there was some way around it besides taking off the bottom quarter of the boulder clip… only because it’s a game play thing… I don’t want players to be able to shoot through part of the boulder :confused:


(hummer) #6

How do you define a mover as a crusher?


(red_mamba) #7

oops :smiley: mixed up things

here is how I have done it. I have flags SOLID and RESURECTABLE checked. Then I have two path_corner entities wich define the upper and lower position of script_mover entity. Than I have trigger_multiple which targets target_script_trigger. The rest is some scripting.

trap_4_mover
{
//hitra past!
spawn
{
accum 2 set 0
}
trigger move_down
{
//Izvedi samo če je registe(1)=0!
accum 2 abort_if_not_equal 0
gotomarker trap_4_down 500 wait
accum 2 set 1
trigger trap_4_mover move_up
}

trigger move_up
{
	accum 2 abort_if_not_equal 1
	gotomarker trap_4_up 500 wait
	accum 2 set 0
}

}

the “brick” fals and retracts very rappidly when triggered

hope this helps


(hummer) #8

Looks pretty much like the same set up I have, except for the resurectable part. I wonder if that will make the difference :confused:

Mine is also set to solid… it’s made of clip brushes though, with a model2 key set to the boulder model I created.

Hmm… I’ll keep messing with it, I have a feeling it has to do with the clipbrush.

Remember my trap does crush players… but say someone /kills or was shot underneath my trap before the boulder fell… that’s when it bounces rapidly before moving on. You may want to try this yourself to see if you get the same result.


(red_mamba) #9

I tried several times to step under the trap it never bounced. The only thing that is left after the trap is triggered it the soldiers helmet and a red spot :smiley: No body. I tested this several times in third person view just to make sure I’m not misleading you. No bouncing.

I have triger entity right beneath the mover, so I think even if soldier dies there as soon as he steps/falls on the trap the mover falls (i never tested with more than 1 player, i’m note there yet). I’m using a simple mover with simple textures no model2 key.


(hummer) #10

Hmmm…

I put a block of caulk around the mover and added it to the mover entity, and it still bounced. I also checked the resurectable flag…

Ah well. I think it’s just one of those many weird things that happen when mapping. I think I can work around it, it’s just kinda annoying :confused:


(damocles) #11

Might be some weird bounding volume problem. Try adding a second mover that is an invisible but solid flat cube just below the boulder and make them both fall. A simple cube would remove any chance of vounding problems and hopefully crush any bodies already there.


(hummer) #12

Yeah… the clipping brush is actually a cube, as was the caulk brush I added… don’t think I mentioned that though.