script mover: restrictions of the No. of brushes?


(nUllSkillZ) #1

Hi,

only a hypothetical question.
Is there a restriction of the No. of brushes that can be converted into a “scrip_mover” entity?
Idea behind this question:
Would it be possible to create two maps in one?
For example for visualizations:
a first version of a region/house/ruin (may be 100 years ago/archaeological)
and a second version of the same region/house/ruin (nowadays/rebuild)
And how long would it take to switch the two versions?


(MadMaximus) #2

it would be a good thing to have a list as to the maximum of all entities that can be used in a map, but as for movers…
if you mean the maximum number of movers, i have used well over 32 seperate script_movers in a map without a problem, but as to how many is allowed im not shure.

if you mean the maximum number of brushes per mover, i’m not shure if there is a restriction on that…


(nUllSkillZ) #3

I’ve meant brushes per mover.


(SCDS_reyalP) #4

You can have a lot of brushes on a mover (I don’t know offhand if there is a limit) but remember that the mover brushes won’t be usable for vis, and that entities which occupy too many (64 ? if I remember right) leafs are visible pretty much throughout the level.

Unless your level is quite simple, making the whole thing out of movers would be a bad idea. Also, remember that you couldn’t have any other entities as part of the movers (think models, lights, flags, objectives…).

If you just wanted the stuff to appear/disappear, you might use func_statics instead.

You might also get a similar effect by having two, mutually unreachable areas of your map, and just control the spawn points. You could kill everyone in one area when you switched, forcing them to respawn in the other.

In general, I don’t think this kind of thing would give good gameplay.

edit:
Or you could just make two maps, and use a campaign! :banana:


(G0-Gerbil) #5

If you just wanted the stuff to appear/disappear, you might use func_statics instead.
I agree mostly with what SCDS_reyalP said, but don’t SD keep telling us not to use func_statics?

The one thing (and a real problem IMO) with trying to switch scenery, even if for only a little function such as a light switchin the room is that player lighting won’t change - so sections would have to match luminosity-wise. You could do it for a few bits, or possibly if you really want to change look, remapshaders one at a time throughout the map (or lots at a time - no idea how fast / slow remapshader is with lots of 'em).


(SCDS_reyalP) #6

Yeah, I said func_static, because I couldn’t remember which entity you were supposed to use instead, and I am too lazy to look it up. :banana:


(chavo_one) #7

script_mover :cool:


(nUllSkillZ) #8

Thnx so far for the info’s.


(MindLink) #9

The most simple version to achieve this would be to put the two versions next to each other and simply put all people over in the other one using a teleporter once a certain event happens.


(G0-Gerbil) #10

I think problem with that is teleporters can only have 1 destination location - meaning if you ever transport more than 1, most will be gibbed!


(MindLink) #11

mh true, didn’t think of that :wink: