Forum posts

Posted 13 years ago2011-10-16 18:11:52 UTC
in func_breakable contributing to wpoly cou Post #300004
I have a fightyard map that has about 30 or so small breakable platforms. the map itself is not that big and there are only about 700 solids in it. after loading the map, i noticed some horrendous lag, entered "r_speeds 1" and "developer 1" in the console. The wpoly count was over 3500!

At that point i made a copy of my rmf and commenced stripping it down sections at a time and recompiling, hoping to find some odd anomaly causing my wpolys to be insane. after getting down to the start areas, platforms and sky texture and still having my wpoly count is the 3000s I thought "what the hell" and deleted all the breakables. Sure enough...... wpolys down to 900.

So...

If all those small platforms are brush entities, then why are they contributing to the total wpolys? I was under the impression that brush entities only contributed to epolys but my epoly count remained the same throughout the stripping process.

Someone please enlighten me
Posted 13 years ago2011-10-16 18:09:26 UTC
in Timed wall toggle for CS:CZ How is this Post #300003
Worked like a charm. Thank you sir
Posted 13 years ago2011-10-15 18:51:46 UTC
in Timed wall toggle for CS:CZ How is this Post #299985
I am currently making a fightyard map and want to include walls that, when triggered, will trap players for 3 seconds. I have tried different combinations of func_button, func_relay, trigger_multiple and trigger_counter. Either the walls dont turn on at all, or they turn on but wont toggle back off.

The kicker is that I did something similar to this years ago, but can't for the life of me remember how I did it.