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Problems with nonsolid players #1
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what command did you use? I'm seeing broken faces and collision on the tram but the angles are fine. |
I use |
code preventing remapping the same node twice was using the wrong index
Angles were still fine for me, so I think maybe some plugin or entity setting is causing that. The brushes should be fixed in this version: I noticed there's a clipnode overflow when using that command. When the clipnodes overflow then collision will be broken for random stuff in the map. The tool really shouldn't even save the output file when that happens. You'll need to try some of this stuff in the wiki if you want to merge those maps. |
Ok, I'll look into, thanks!. |
- "bspguy_start_<section>" is triggered after ents are loaded in a section - "bspguy" target added. Actions are controlled by custom keyvalues: - $s_bspguy_load = spawns section ents - $s_bspguy_clean = deletes section ents - $s_bspguy_rotate = rotates player position/velocity/angles around !caller (for rotated seamless transitions) - $s_bspguy_trigger = triggers something (works with the #0 #1 #2 suffix) - added "bspguy spawn" command to test checkpoints (rapidly respawns you) - added bspguy_equip entity for updating equipment after transitions into areas with different CFG loadouts. It's currently setup so that it's only called once per player per life (so you can't spam transition changes to get more ammo). It affects respawning players if triggered with the ON trigger mode.
Players falls into a infinite loop when they change state to nonsolid using:
{
"origin" "-2376 3400 -692"
"m_iszValueName" "solid"
"m_iszNewValue" "0"
"target" "!activator"
"targetname" "game_playerspawn"
"classname" "trigger_changevalue"
"$s_bspguy_map_source" "rl00u"
}
I merge a few maps from residual life.
Also some angles and brushes are kinda messed up, see image.
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