heya guys, do me a favor and dont post anything if you got beefs with how i phrase my post. ok
i have entities in the new map a bunch and few of them are platforms, during testing of the platforms, i noticed (they have a lip causing them to stick up a bit from flush) that when i jump onto the plat it does not activate if i am on the edge, but as i move towards the center of the brush it begins to move..
I was just wondering if ya'll had ever encountered activation picky platforms and if so how'd ya solve them?
the plats im talking about are basic default plats, i know i could make the same actor/entity fro other entity structure, but it seems like we're often having to substitute one thing for another... i'd just like to have these things figured out a bit better in order to find them more roles.
func_plat issue of a sort...
Re: func_plat issue of a sort...
func_plats are always semi-functional in Q3, it was never really finished as a feature and was never used in-game. You might find that a simple vertically opening func_door may work better.
Can't you build the plat without the lip?
Can't you build the plat without the lip?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: func_plat issue of a sort...
Add a playerclip that's larger then the platform you're standing on. Download my fjo3tourney1, it contains the .mapfile where I used platforms. 

Re: func_plat issue of a sort...
the "height" property also plays a role with activation. i've made plats in q3 where you place your plats at the top first in your map, and set a "height" of like "-512" or whatever.
Re: func_plat issue of a sort...
^thats how its done. your height calculation sounds like its wrong.
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Re: func_plat issue of a sort...
good ideas thanks