Translocator - getting stuck
Moderator: InsideQC Admins
20 posts
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Orion wrote:Yeah, that's right...
This is why if I set the rocket's size to something like '-8 -8 -2', '8 8 2' I'll get funky entity-to-world collisions, a good example is on e2m5's start elevator. Firing a rocket in its centre it will explode anyway.
But looks like the mins won't affect the clipping hulls... Notice the below code, I've made a new monster model, and see its size below:
- Code: Select all
setmodel (self, "progs/knight_commander.mdl");
setsize (self, '-16 -16 -32', '16 16 38');
self.health = 350;
self.th_stand = com_stand;
self.th_walk = com_walk1;
self.th_run = com_run1;
self.th_melee = com_spear1;
self.th_missile = com_missile;
self.th_die = com_death;
walkmonster_start ();
self.origin = self.origin + '0 0 10'; // don't get stuck on the floor
If I don't call self.origin = self.origin + '0 0 10' it'll get stuck.. Looks like only the maxs are affected by clipping hulls...
The mins_z should be -24, not -32...
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- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
Orion wrote:Yeah, but if I set to that value, his legs will "noclip" the floor, and I'll se only half legs.
Then edit the model so that the whole thing is moved 8 units vertically. You can do this with QMe or just by editing the header with a hex editor.
- Preach
- Posts: 122
- Joined: Thu Nov 25, 2004 7:20 pm
20 posts
• Page 2 of 2 • 1, 2
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