func_door, un-solid to dead NPCs? Created 19 years ago2005-09-09 17:04:24 UTC by Madcow Madcow

Created 19 years ago2005-09-09 17:04:24 UTC by Madcow Madcow

Posted 19 years ago2005-09-09 17:04:24 UTC Post #133566
Ok, my "man eating machine" project is not working because of one single thing.
I can't get the func_door to be solid to a ragdoll/a DEAD npc.
So, the NPC enters, gets killed, and falls through the floor wich is a func_door.
That's not the meaning of the machine.

Any ideas of how to make the func_door solid to dead npcs?
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-09-10 12:31:57 UTC Post #133771
Any one...? >_<
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-09-10 12:39:23 UTC Post #133774
Use another entity instead of a func_door perhaps? Func_tracktrain might work better...

As far as I know, there's a console command for this as can be quite CPU-heavy. Perhaps I'm mistaken with some other command though...
Posted 19 years ago2005-09-10 12:43:15 UTC Post #133776
You're probably thinking of cl_ragdoll_collide, Captain. I didn't find it to be at all CPU-strenuous myself. Still, I'm pretty sure that's just for collisions between ragdolls, not ragdolls and the world. They should do that anyway, surely, since ragdolls can collide with physics objects (not just static geometry).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-11 07:47:58 UTC Post #133960
I tried that command and, it still fell through.

This is one of the few things I hate with source.
Ragdolls doesn't collide with any entitys..

func_tracktrain?
Well, that will not work in my map, I use on aut reload sequences.
My machine works like a weapon, lol.

Well, I sloved it now, I keep the citizen alive through that process instead.
So, the npc doesn't get killed untill he gets fired out of the machine.
The player will not notice though.

I'll upload it to the map vault when I'm done. :)

Thread closed?
Madcow MadcowSpy zappin my udder
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