Xp-cagey Question Perhaps
Kouji_San
Sr. Hινε UÏкεεÏεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
<div class="IPBDescription">Sky texture and the Skulk</div> I still have "all" NS versions installed from 1.04 to 3.0b3
In ns (1.04 and) 2.0x I am not able to walk on the <i>verticle</i> sky brushes. It would have been a nice extra solution for outdoor mappers to stop that darn Skulky to walk on the sky, but heres the problem:
In ns 3.0b(b3) I am able to walk along any sky brush.
What happened to the coding there or is steam doing something annoying again<span style='color:gray'>(I'm not a fan of steam <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> does it show?)</span>
This is probably a Flayra question but still...
In ns (1.04 and) 2.0x I am not able to walk on the <i>verticle</i> sky brushes. It would have been a nice extra solution for outdoor mappers to stop that darn Skulky to walk on the sky, but heres the problem:
In ns 3.0b(b3) I am able to walk along any sky brush.
What happened to the coding there or is steam doing something annoying again<span style='color:gray'>(I'm not a fan of steam <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> does it show?)</span>
This is probably a Flayra question but still...
Comments
I think that skulks were probably using the vis hull for their wall walk code in early versions of NS since that would account for their inability to detect clip surfaces as solid objects (all of that is conjecture, I haven't seen the mod source).
You could still implement unclimable surfaces in a clip hull by using an entity -- similar in purpose to the existing <a href='http://collective.valve-erc.com/index.php?ent=func_friction' target='_blank'>func_friction</a> entity -- to define skulkproofed surfaces (func_noclimb?). Getting that sort of object to function properly for skulks, other player types, and the commander at the same time might be a challenge.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Topic closed I would say, thanks peeps ^_^