My Map Started To Behave Wierd

PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
<div class="IPBDescription">i dun know why</div> Well, my map has suddenly a wall, where marines can walk through, but aliens can´t.
Athere is another wall where aliens and marines can pass, this walls forma another room outside of the regular map, where you can move around and such, you can leave the room through one of the walls if you like.
if you jump or duck, you get stuck.

I have no idea by wha this may be caused the walls wich behave like this are no entitys, just normal walls

Comments

  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Hi.

    I had the exact same problem with several walls in a old build of my co_ map.

    Probably something to do with the compile tools, as when i upgraded to the <i>lastest</i> version of XP-Cagey's tools, it solved the problem completely, everywhere on the map.

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=21248' target='_blank'>Thread about the compile tools</a>

    Try to compile with that (ZHLT 1.7p13) and see if it works.

    Good luck <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    it didn´t work <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    the previous wall went normal, but another one opened up for players <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
    this time aliens only and only one access <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    I would imagine it isn't an "alien only" or "marine only" wall so much as a problem with clipping hulls. Remember that skulks, gorges, lerks are in the smallest clipping hull (hull 1 I think), while standing marines and fades are in the middle hull (probably 0); if skulks can walk through a wall, its probably because that wall is absent from hull 1, which means a crouching marine or fade could probably walk through it too.

    Unfortunately, I have no idea why that would happen - have you looked over your compile log carefully to make sure there aren't any unusual messages or warnings?
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Doh <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    Guess we'd have to ask to teh man himself then (XP-Cagey, our compile tools god), but i think he's busy working on that "new system" and the p14 version of his tools. Maybe he can use your map source as a sample to debug (if you're willing to give it - he's a nice guy, he won't do anything bad with your source)

    In the meantime, i would try to move the problematic brushes a bit and compile. If problem persist, recreate those brushes from scratch. Hmm also check that all verticles are on grid.. maybe. I don't know much about compile tools, so i can't help any more <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> but that's the kind of things i would try to solve the problem.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    i did delete them and made them new in the same place, problem solved :|
    No idea, maybe hammer messed something up.
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