Brush Vertex Jumping
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Brush Vertex Jumping
Solved.
Last edited by Team Xlink on Tue Nov 17, 2009 2:20 am, edited 1 time in total.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
Downsider wrote:Adding glitches into a game is typically undesirable
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!
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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