Q4 Editing - Grenades and teleporters?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Q4 Editing - Grenades and teleporters?

Post by GODLIKE »

Okay, it's odd.. but I have a basically reciprocal (back and forth) teleporter in my current map.. and grenades seem to bounce the "wrong" way (backwards) when they fly through the teleporter.. Giving anyone firing grenades through a rude shock... cos, as they say.. "Sometimes they come back".

Has anybody else battled this? Rockets seem to work fine.
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

It happens when teleport's destination is too close to the back tele or some walls are too close to tele_dest, so the grenades bounce on them and go back to tele.
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primaltheory
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Post by primaltheory »

what about the push value? if you set that higher will they go further?
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Adding trigger_push or something like that? It would push not only grenades, but players also. Bad thing.
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GODLIKE
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Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

The teleport destination target is 64 units ahead of the teleporter.. Which should be enough. But since a grenade can bounce a fair ways.. and they're literally coming out STRAIGHT backwards.. they fall back through the teleporter (twice, sometimes).
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Updated: Okay, I'm kind of upset that this solution works, but:

It's a bug, methink.

If the teleporters are aligned the way I had them in the map, grenades will ALWAYS bounce backwards upon leaving the teleporter:

TA = Teleporter A
TB = Teleporter B
DA = Destination A
DB = Destination B

DB DA
TA TB

(Where in both cases, the user heads "down" or south to enter the teleporter..)


By moving things around a little, as follows, grenades behave properly:

TA DB................DA
.........................TB

In this case the teleporters are arranged so that there's a 90 degree turn separating the angle at which both operate. Arranged as above, all projectiles work, and grenades bounce properly.

"sminamijp" over at doom3world.org had it right, although I didn't initially believe that the grenades would behave the way he described:

http://www.doom3world.org/phpbb2/viewtopic.php?t=13312

I've re-arranged my teleporters in the map in order to make this work? But it's annoying as a level designer, definately..
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Post by rgoer »

there appears to be a bug with grenades and teleporters

other projectiles are not affected

we're looking into it
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Thx to Raven for actually taking the time to test this and look into it.. Much appreciated. :icon31:
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

rgoer, could you also take a look at particle effects in mp? FX's are few units below the health bubbles after the respawn. Not a big deal, but... You know ;)
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