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Brush Vertex Jumping

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Brush Vertex Jumping

Postby Team Xlink » Sat Aug 22, 2009 1:02 am

Solved.
Last edited by Team Xlink on Tue Nov 17, 2009 2:20 am, edited 1 time in total.
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Postby Downsider » Sat Aug 22, 2009 2:22 pm

Adding glitches into a game is typically undesirable 8)
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Postby Team Xlink » Sat Aug 22, 2009 4:33 pm

Downsider wrote:Adding glitches into a game is typically undesirable 8)



I am not adding a glitch.


I want to add this to one of my side projects.


Quake Physics Engine!

It has a bunch of physics things including a no gravity room!
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Postby metlslime » Tue Aug 25, 2009 12:57 am

probably need to do a bunch of tracelines down from the player origin in Hull 0, counting all the different polygons you hit and calculating how steep they are. (and make sure they are slanted the right direction)
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Postby Downsider » Tue Aug 25, 2009 1:58 am

This seems like a really bad idea to me :X
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Postby mh » Tue Aug 25, 2009 10:14 am

Better to look at the trigger_monsterjump entity or at how the Wind Tunnels work if you want it in specific areas. If you want it globally then you're looking at implementing a new QC builtin as QC itself knows nothing whatsoever about brushes and vertexes. This would be something in the player movement code that calls a PF_CheckPlayerPos each player think and returns a number indicating how many vertexes, obtained using a traceline and some other voodoo. I wouldn't do it in the engine itself - this kinda thing belongs in QC.
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