target_lasers not being rendered


(smurkin) #1

I am working on a map for a new mod (q3) where we have target_laser ents firing a beam at an info_notnull…works lovely…EXCEPT when you aren’t in the room where the laser originates from (target_laser).

If you are in a different room…the laser isn’t rendered by the engine…(this is of course correct - things ordinarily shouldn’t be drawn when you aren’t around to see them)…but we have several incidences where the beam should be visible, but the origin isn’t visible - and in these cases the lasers aren’t rendered.

Maybe not strictly a q3map2 question…but there are some pretty good minds in this forum…so I thought I’d give it a go. My question: can I force the engine to draw the laser ent at all times (or at least when triggered) ?

Thanks.


(G0-Gerbil) #2

I’ve not used it myself, but take a look at misc_vis_dummy - it’ll probably be what you need.


(smurkin) #3

Can’t seem to find anything on that…even google has failed me :disgust: …what does it do ?


(ydnar) #4

If you’re not planning to use a lot of them, set the laser beam entity to SVF_BROADCAST so it will be sent to all clients, regardless of vis.

y


(G0-Gerbil) #5

Can’t seem to find anything on that…even google has failed me …what does it do ?

From the in-editor help:

-------- KEYS --------
(none)
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
If this entity is “visible” (in player’s PVS) then it’s target is forced to be active whether it is in the player’s PVS or not.
This entity itself is never visible or transmitted to clients.
For safety, you should have each dummy only point at one entity (however, it’s okay to have many dummies pointing at one entity)

Of course, the problem here is I’m using radiant for ET / RTCW mapping, and it’s quite possible you aren’t mapping for these games - in which case the entity may not be valid :confused:


(smurkin) #6

Thanks fellers. SVF_BROADCAST works well - much obliged :). Didn’t try misc_vis_dummy (have a feeling its a wolf thing - Ta anyway :wink: )