Onos Stuck...
MADMEE
Join Date: 2004-07-23 Member: 30059Members
<div class="IPBDescription">...with a difference</div> ok, this is not the normal "iv gestated into an onos and now im stuck" post.
however oni on my map seem to get stuck on ramps and ladders, and a couple other small places.
On ramps:
They dont get stuck on all ramps only some and it is when they reach the top and the floor becomes flat again. a jump is required to allow further movement forward.
All other life-forms are ok.
On ladders:
when approaching a ladder from the top the onos will stick to it from the the wrong side meaning its very hard to get down the ladder. u need a running jump to get over it, which also can result in missing the ladder completely and falling to the bottom.
Also when getting to the top of a ladder after climbing up a ladder the onos doesnt walk cleanly off of the ladder, instead kinda jiggles around, and again a jump is required to get off the ladder.
And again all other life-forms are fine on both directions. i have also set the ladders to be 4 units under the floor hight. i found that this allows cleaner and easier detachment from a ladder when the top is reached for rines and most life-forms (fades, gorges are fine)
Also there are a couple of steps the due to there angle required a clip brush to allow normal movement up the step without a jump. the onos seem to ignore this clip step and still get stuck. why?
Ok. so why?
i am using batch compiler with xp-cageys p15 with 'precise' clipping and i am using the nshulls.txt file as the hull file. and no i dont get stuck in the floor after becoming an onos.
if some1 could suggest the prefect ladder height and position i would be grateful
i dont really go onos much in games so im not sure how much this occurs or if this is the norm. but im sure id hear ppl complain about it more if it was
thx
MADMEE
P.S. also on some of the longer ramps skulks lower jaw can sink though it and the void is shown in the lower, say, 1/4 of the screen. why? again same set-up as before.
P.P.S does anyone know of a good tutorial for how to use the bevel texture to get rid of a clipnode? i have read xp-cageys clipping article and i now understand clipping hulls, but it doesnt really explain where to place a bevel brush.
however oni on my map seem to get stuck on ramps and ladders, and a couple other small places.
On ramps:
They dont get stuck on all ramps only some and it is when they reach the top and the floor becomes flat again. a jump is required to allow further movement forward.
All other life-forms are ok.
On ladders:
when approaching a ladder from the top the onos will stick to it from the the wrong side meaning its very hard to get down the ladder. u need a running jump to get over it, which also can result in missing the ladder completely and falling to the bottom.
Also when getting to the top of a ladder after climbing up a ladder the onos doesnt walk cleanly off of the ladder, instead kinda jiggles around, and again a jump is required to get off the ladder.
And again all other life-forms are fine on both directions. i have also set the ladders to be 4 units under the floor hight. i found that this allows cleaner and easier detachment from a ladder when the top is reached for rines and most life-forms (fades, gorges are fine)
Also there are a couple of steps the due to there angle required a clip brush to allow normal movement up the step without a jump. the onos seem to ignore this clip step and still get stuck. why?
Ok. so why?
i am using batch compiler with xp-cageys p15 with 'precise' clipping and i am using the nshulls.txt file as the hull file. and no i dont get stuck in the floor after becoming an onos.
if some1 could suggest the prefect ladder height and position i would be grateful
i dont really go onos much in games so im not sure how much this occurs or if this is the norm. but im sure id hear ppl complain about it more if it was
thx
MADMEE
P.S. also on some of the longer ramps skulks lower jaw can sink though it and the void is shown in the lower, say, 1/4 of the screen. why? again same set-up as before.
P.P.S does anyone know of a good tutorial for how to use the bevel texture to get rid of a clipnode? i have read xp-cageys clipping article and i now understand clipping hulls, but it doesnt really explain where to place a bevel brush.
Comments
however oni on my map seem to get stuck on ramps and ladders, and a couple other small places.
On ramps:
They dont get stuck on all ramps only some and it is when they reach the top and the floor becomes flat again. a jump is required to allow further movement forward.
All other life-forms are ok.
On ladders:
when approaching a ladder from the top the onos will stick to it from the the wrong side meaning its very hard to get down the ladder. u need a running jump to get over it, which also can result in missing the ladder completely and falling to the bottom.
Also when getting to the top of a ladder after climbing up a ladder the onos doesnt walk cleanly off of the ladder, instead kinda jiggles around, and again a jump is required to get off the ladder.
And again all other life-forms are fine on both directions. i have also set the ladders to be 4 units under the floor hight. i found that this allows cleaner and easier detachment from a ladder when the top is reached for rines and most life-forms (fades, gorges are fine)
Ok. so why?
i am using batch compiler with xp-cageys p15 with 'precise' clipping and i am using the nshulls.txt file as the hull file. and no i dont get stuck in the floor after becoming an onos.
if some1 could suggest the prefect ladder height and position i would be grateful
i dont really go onos much in games so im not sure how much this occurs or if this is the norm. but im sure id hear ppl complain about it more if it was<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
K, I can't really help you with the ramp, though it might be too steep. Is it less than 45 degrees?
About the ladders, yes, this is normal (as far as the half life engine goes). You'll notice that onii have alot of trouble with ladders. The easiest solution is to crouch while climbing, it helps a bit.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->P.S. also on some of the longer ramps skulks lower jaw can sink though it and the void is shown in the lower, say, 1/4 of the screen. why? again same set-up as before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is also normal. Usually it's mostly noticed with celerity, dunno why. Nothing you can do about this either.
shear of 128, where 45 degrees is a shear of 192
well with this particular brush
Other than that... I'm stumped!
I'm not sure that the exact wcu 3D box for an onos is when standing and crouched but it is not correct. It's something difficult to deal with because now your're getting into the confusing part of the physics source code of Half-Life.
I don't know why it's so hard to change the clipping box for the onos and make it larger and the center of the beast where it really should be (it's offset which makes for troubles on ladders)
Besides what's an onos doing on a ladder anyways? They don't have hands so how do they climb. Also have you ever seen how stupid onos look climbing ladders? They just kind of slide up. Funny looking no? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> My suggestion is make niches in your design to make onos unbale to attempt climbing the ladders. Remember ladders are really there just for the marines, sulks can wall climb, lerks can fly and pick up gorgies to fly. Onos don't fly or climb. They're a "freaking three-horned rhino" >< So no climbing onos. Bad onos. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
I have no other suggestions than to 1) make sure nshulls.txt is correct (so no-one has edited it) 2) Create a new ramp from scratch and see if it behaves just as badly 3) Try to find out if it is the angle of the ramp or the location 4) Also try what happens when that ramp is aligned in grid facing north, east, south or west (0,90,180,270, and yes, I'm a QuArK user <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
EDIT: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't know why it's so hard to change the clipping box for the onos and make it larger and the center of the beast where it really should be (it's offset which makes for troubles on ladders)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Onos model is simply a visual representation and has no effect for anything related to movement. It makes no sense whatsoever to move the clipping box when you infact would have to move the model to get the desired effect. Which would be purely visual (except hitboxes are in the model). So AFAIK the 'offset' doesn't make those troubles. And if you would make the clipping box larger then onos would be too huge to move in maps, and that's not something you would want, right?
some ramps i made less steep, even tho they werent 45 degrees.
and for 1 particular ramp i changed how the two brushes met as u can see in the screen shot (if the attachment works) . the onos can now move normally up the ramp.
as for the other problems on sloping steps i remade the steps so they they didnt slope... hmmpf.
edit: note: the screenshot is just a quick example i made and not actually the ramp i was having problems with