Having Trouble Going Onos On My Map!

AmazonAmazon Join Date: 2003-12-06 Member: 24083Members
I recently made a small funmap.
And everything works fine except for going onos.
No matter where you are on the level when u go onos you can't move afterwards.
Someone told me it's the wall thickness in the rooms i make. I use a wall thickness of 10.
First of all, Does wall thickness affect your ability to move after going onos??

And if so, is there a way to fix it without redoing the room or map?!

I have added blocks in to cover the floor to give more thickness but it hasn't helped.
I even tied a block to a func_wall entity to see if that made a difference which didn't.

Can someone put some light on the subject plz?

Thanks for your help... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

Comments

  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Ok I think you might have broke every rule on the mapping forums.

    First you didn't read the <a href='http://www.natural-selection.org/Mapping_Guidelines.html' target='_blank'>mapping guidelines.</a>

    Next you didn't use search.

    And finally you didn't use the newbie mapping forum.

    But your problem is that your not compileing with ns's custom hull files, to do this add -hullfile <hlpath here>half-life/ns/nshulls.txt, to your csg command line.
  • AmazonAmazon Join Date: 2003-12-06 Member: 24083Members
    ok look I did read the mapping guidelines and such.
    But i couldn't find anywhere that says the hullfile has anything to do with onos.
    the guidelines read this:

    All NS maps must use the CSG switch "-hullfile <half-life path>/ns/nshulls.txt" when being compiled for player clipping to work properly.

    But ALL player clipping ISN'T my problem it was only the onos it has trouble with.
    Now it may be that the onos is the only one that requires the hullfile but the mapping guidelines don't explain that. So save ur flame!

    People come to forums for help and if paying them out is considered help I'd prefer no help at all.
  • RiceyRicey Join Date: 2003-01-04 Member: 11822Members
    Kid, please do not get fresh, i hate it when kids do that. You should have told us at first if you even used the hull, if not then we can then proced to flame, and please listen to tseepra, USE THE HANDY DANDY SEARCH BUTTON. It works wonders... when it works.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Onos is not the only player to require the hullfile, alll marine + ALL aliens do!!!!!

    and i remember a post coming up on onos stick problems!!! so use search please, because this
    has been discussed before even if it isnt the exact problem that you are dealing with!!!!

    the only suggestion i can make to you're prob is put the team_start entity higher from the ground!!!
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the problem is DEFINITIVELY the hullsize!!! moving architecture around doesnt help anything. the really problem is, that the ns changed the hullsze of the onos to make it more realistic (besides asking myself what is so realistic if the hitbox only covers 1/3 of the actual model). the hullsize for the onos had been the same as the marine´s in 1.0 so you had not to care about compiling with a seperated hullfile. 2.0 need this custom hulfile.
    a question from my side: how can I make vhe 3.5 compile with this new hullfle? with wc3.3 it was very clear, inserting just the hullfilelocation and it worked fine. till 3.5 I dont know how to get it right.

    --- Beginners, PLZ (!!!) read more tutorials... and be kind to any people! ---
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    My post was hardly a flame and I just stated the rules that have been "violated", and that is most definately your problem, it effects not being able to onos anywhere and getting stuck in some places as other units.
  • ToneeTonee Wub wuB UK Join Date: 2003-10-25 Member: 21926Members, Constellation
    make your floors 8, 16, 32 kind of numbers - i did this and it sorted out for me. I do 32 personally.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    edited January 2004
    Use the grid, Luke. And the "[" and "]" keys are your friends.

    Helps prevent leaks, too.
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