Zombie related death? Created 17 years ago2007-08-04 09:39:05 UTC by Madcow Madcow

Created 17 years ago2007-08-04 09:39:05 UTC by Madcow Madcow

Posted 17 years ago2007-08-04 09:39:05 UTC Post #231226
Yet another random problem.

I have a small area, 2 zombies and a crowbar.
The player picks up the crowbar and smashes the zombies.

When the second zombie dies something very strange happens which I haven't setup intentionally.
If the player moves a single unit after killing the second zombie he exploads into gibs.

?Qu??

What's also worth mentioning is that there are two deadly func_rotatings right above the players head.
I don't think that they are the reason of death tho, as they only inflict 50 dmg.
And why would they only kill me directly after I kill the second zombie if I move?

Odd.

Is there a solution?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-08-04 09:45:06 UTC Post #231228
Um... it did solve the problem.. Thanks!

Well, it only fixed the problem if I raised them sky high.
16 units didn't do the same trick.

There has to be another solution.

I tried it 5 times and the last test I noticed that I did get killed before killing the second zombie.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-08-04 12:06:05 UTC Post #231237
Do you have an example map for us to view to help you further with this problem?
Posted 17 years ago2007-08-04 12:08:30 UTC Post #231238
Tell Gordan to stop standing tall in triumph. There's fans up there.
Posted 17 years ago2007-08-04 12:22:56 UTC Post #231239
do the fans have to hurt... or are they to stop the player from jumping? Otherwise... just make them not hurt and place a trigger_hurt or whatever over them - see if that solves the problem. As it would be a square type brush it may accept that the player isn't actually in the region.
Posted 17 years ago2007-08-04 13:02:39 UTC Post #231240
This sounds somewhat familiar to me. It happend in one of my maps where i ran only fast VIS. See what happends when you compile with normal or full VIS. Compiling the map with normal VIS did the trick.
Posted 17 years ago2007-08-04 15:01:05 UTC Post #231251
Alex: Im afraid that's not an option in this case.
I don't want to give away the concept so I won't post a problem map, so if this problem can't be solved here then I'll just do something else with it.

Muzzle: Running Normal VIS, as always.

How can the rotatings affect the player when he is over 128 units under them?

Edit:

I raised them even higher, and now it seems to work.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-08-04 15:23:11 UTC Post #231252
Well, it only fixed the problem if I raised them sky high.
16 units didn't do the same trick.
How can the rotatings affect the player when he is over 128 units under them?
Badly made fans, invalid solid structure or bad vertex manipulation...etc. Remake the fans. Or check the other fans that you used the copy-paste method. Copy-paste mostly screws the shape of the brushes. If you didn't copy-paste anything. Just remake the fans. :cyclops:
Posted 17 years ago2007-08-04 15:31:12 UTC Post #231253
Yeah, there can be problems with collision on some really badly made things, but somehow I doubt that's the case here. For one thing, Madcow doesn't seem like the type to make things in that manner, but it also doesn't explain why the zombies aren't getting killed by it if you are, and why you have to kill them first to get gibbed. Very odd situation.

You certainly seem to be running into lots of problems on this GoldSrc mapping foray, that's for sure.
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