getting stuck on steep angled brushes Created 20 years ago2004-09-08 16:50:56 UTC by Drek Drek

Created 20 years ago2004-09-08 16:50:56 UTC by Drek Drek

Posted 20 years ago2004-09-08 16:50:56 UTC Post #57631
I'm having a problem with one part of my map. Its a steep surface, and when I slide down it, I get stuck on it. I tried creating a new brush over top of the old ones and changing the angles somewhat, but I still get stuck there. Is there any way to prevent this, or is this a problem with the HL engine? There are no objects nearby to cause obstructions or blockings, it is just a very steep angle. I want players to slide off the brush and fall to their death if they are stupid enough to wander out there, so I don't want to prevent them from sliding down the brush. There are no problems with the map there and I get no compilation errors there.
Posted 20 years ago2004-09-08 16:54:47 UTC Post #57637
u could use a func_conveyor to push the playwer off as he triggers it so it looks as though he slipped
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-08 18:06:41 UTC Post #57666
Actually, I think it just has to do with the steepness of the surface.

Either make it less or more steep, or just put a trigger_hurt that kills them if they walk around there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 21:12:30 UTC Post #57688
no dl zoner's compile tools and use the clip brush around the point where u get stuck =)
Posted 20 years ago2004-09-08 21:40:32 UTC Post #57694
Did you read his entire post? He wants people to be able to slide down there and fall.

You don't need Zoners to use clip brushes, too.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 22:05:59 UTC Post #57700
maby use a triger_push? i think... :|
Posted 20 years ago2004-09-09 02:57:56 UTC Post #57727
This might also be caused by the old CLIP hull algo.
Download XP_Cagey's 'p' compilers and use -cliptype precise on hlcsg.
Posted 20 years ago2004-09-09 05:04:39 UTC Post #57732
Just out of interest, whats the exact gradient of a brush to make the player start to slide rather than walk?
Posted 20 years ago2004-09-09 07:33:03 UTC Post #57751
This might also be caused by the old CLIP hull algo.
Download XP_Cagey's 'p' compilers and use -cliptype precise on hlcsg.
Thank you very much, I will try that, I have Cagey's "p" compilers.
Just out of interest, whats the exact gradient of a brush to make the player start to slide rather than walk?
I think the angle is around 35 degrees.
Posted 20 years ago2004-09-09 08:57:08 UTC Post #57767
It's mentioned in the Dimensions tutorial as far as I know.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-09 11:48:06 UTC Post #57796
You should try tying every other brush of the surface into one func_wall.
Brushes cutting each other can cause lots of damage.
The angle is >45? btw.

If this still doesn't help, you should put this map into problems vault,
Posted 20 years ago2004-09-09 14:10:42 UTC Post #57808
Can't ypu tie the slope brush to friction entity?
To make the slope even more slippy.
Posted 20 years ago2004-09-10 11:37:44 UTC Post #58001
You should try tying every other brush of the surface into one func_wall.
Brushes cutting each other can cause lots of damage.
I don't think there are any brushes cutting each other, but I will try changing the brushes into func_wall. I reduced the angle of those brushes and that fixed the problem, they are steep enough to still slide down, but the problem seems to be solved. However, now there is a very steep angled brush below that with the same problem. I will try tying it to func_wall and see if that helps.
Posted 20 years ago2004-09-10 18:04:11 UTC Post #58094
Turns out I am still getting stuck on that original brush but it isn't as bad as it was. Tying it to func_wall didn't help.

I guess the next step is the problems vault. I may wait for awhile for that. I'm not sure I'm ready to have the rest of the world see my baby yet. :)
Posted 20 years ago2004-09-10 18:24:00 UTC Post #58132
Ok, I bit the bullet and uploaded the map to the problems vault. I've included all the necessary files, and both the rmf and the bsp. You should be able to simply unzip this into your ns or nsp directory. This is a Natural Selection map.

http://cariad.co.za/twhl/mapvault_map.php?id=1988
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