Func_weldable Bugg?

LoneDogLoneDog Join Date: 2002-11-14 Member: 8555Members
<div class="IPBDescription">Really strange bugg ....</div> Click On the link. <a href='http://medlem.spray.se/ldworldcraft/caliprob.htm' target='_blank'>http://medlem.spray.se/ldworldcraft/caliprob.htm</a>

First I know I spelled weldable wrong excuse me on that.
Well as you see on the pictures.
<span style='color:blue'>On picture 1 you see the <b>func_weldable</b> and the "door" it triggers and which way it goes.</span>
<span style='color:red'>On picture 2 I have used noclip and you see the model for the res point.</span>
<span style='color:orange'>On picture 3 after welding and pressing the button the "door" goes up and there is only the gas coming out and the comm aren’t able to build on it anymore.</span>
I have checked that there aren’t anything that triggers the res point I even gave it a special name so it will be no way in **** it can be triggered but still this happens. I have even tried to put the door up and the flag starts open so it closes but still the damn model disappears. Please anyone that knows a solution to this?
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Comments

  • LoneDogLoneDog Join Date: 2002-11-14 Member: 8555Members
    Spelled bugg wrong ment bug. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    peculiar. why should welding open the door cause the nearby res model to vanish?

    are you targetting the res node in some way? maybe you should change the name of the door?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited February 2003
    The resource node model and its function dissappears as soon as a brush-entity (door, train or wall_toggle) MOVES TROUGH it.
    The particle system is all that keeps active.

    To solve this just leave a small gap just big enough for the func_resource entity were nothing moves throug.
    You are not able to place a resource node as long as tere is no place for that model, so as long as the door is shut.
    the alien resource needs more place than the marine resource.

    Also check that the resource node has no name so that the resource itself does not get triggered.
  • LoneDogLoneDog Join Date: 2002-11-14 Member: 8555Members
    <!--QuoteBegin--tommy14+Feb 12 2003, 04:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tommy14 @ Feb 12 2003, 04:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> peculiar. why should welding open the door cause the nearby res model to vanish?

    are you targetting the res node in some way? maybe you should change the name of the door? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No the res node is not being targetted in any way <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    assumption one:
    durring VIS it presumes you can see everything the polygon <b>you are on</b> can see. this is why hint brushes are used to cut hall's corners to stop vis from going and "looking" around the corner for you.

    put a 8 unit space or more in the area where the said door rises and if you can "see" the object your good.

    assumption two:
    I assume the brush goes through the resource and makes it dissabpear, so make the room with the node larger, and/or move the "door" farther out.

    you should check all of my assumptions... but maybe you should just delete the res node and re-make it. it worked when i did it in one of my un-finished maps (another dead soldier to the pile... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
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