Sky Problems, Resetting Trigger_hurt
QBMan
Join Date: 2003-04-09 Member: 15339Members
<div class="IPBDescription">H3h3help</div> Hi folks,
well first i made a window. To save resources i made a skybrush in front of it, but when iam not near the window i see whats behind it! How can ifix this problem.
The second thing is:
I wanted to make a triggered trigger_hurt. Now when the game restarts or you reconnect it stays on. But, i dont waaannt iit! Well some entity to reset everything?
Plz help QBMan
well first i made a window. To save resources i made a skybrush in front of it, but when iam not near the window i see whats behind it! How can ifix this problem.
The second thing is:
I wanted to make a triggered trigger_hurt. Now when the game restarts or you reconnect it stays on. But, i dont waaannt iit! Well some entity to reset everything?
Plz help QBMan
Comments
One trigger that resets correctly (after each "clese the inrtuders/ lets move out") " is a trigger random with "min time = 0" and "max time = 0" so you can make that eimong on anything.
"Sky" does not clip correctly, use a clip brush.
But try to run a full vis and/or add some HINT brushes in the right places. That should also solve the problem.
How do i use CLIP-BRUSHES???
Both brushes behave almost like the same (basically) BUT a clip brush is invisible while a sky brush gets painted with sky.
Important difference is that a clip brush does not block vis (causing leaks)- its more like an invisible furniture.
And then there is the "null" texture wich behaves like "Sky" BUT is invisible AND blocks vis (causing a Hall of mirror but no leak) (like an invisible wall).
The Halflife engine uses 4 Hulls (pic):
The first hull is the "vis" hull:
This hull contains all visible solid wall stuff (no entities).
It also determines what faces/volumes are visible from what location/volume (leaf generation and leaf portals)
2nd 3rd 4th are the Player hulls:
This hulls tell the players were they can move and were not. NS uses this 3 hulls like;
smallest; skulk lerk crounching marine/fade
medium; marine fade crounching onos
biggest; onos
So an onos does not fit in a vent.
The player hulls are set in the hullfile.hull or hullfile.txt of the mod and are mentioned in the mapping guidelines to be used in EVERY compile step "-hullfile ..." !
The hullfile contains 3 times 3 size coordinates (3*xyz) .
The 3+ hulls get generated by a distance from the solid wall (1/2 of the given hullfile sizes).
A players location has no volume, its only a point moving inside of its hull (covered with a model that contains hitboxes including a "1st person view eye" ... ) !!
The pic below shows an example. walls are all solid. The onos hull has the same x-range here wich makes the hulls overlap for example.
Problem:
Sky is not meant to be touched so its hullfile generation is different (no distance) and you can touch the sky-wall so your eye touches the void.
Just place a window infront of it thats thick enough.
Or use a "clip" brush. It affects just the 3 player hulls but ignores the vis hull.
Another problem is the onos`s eye, its far above the onos-center so that the onos-eye touches the vois in the ceeling sometimes.
1. you did not compile with VIS -full
or
2. you are in a leafnode that somehow can "peek around" the sky and see the leafnode, or part of it, behind the window.
or
3. you did not put the SKY texture on all sides of the brush. <i>although really you shouldn't need to</i>.