Debriefing > Questions, Help, & How To's

Respawning Glass??

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kraid:
Why spawning ammo, armor, weapons, w/e inside of an moving elevator?

Just watch what happens on ge_citadel_luch when you destroyed the glass above the main room.
The gun will spawn, is falling to the ground and the engine will relocate it to it's spawning position.
The same thing would happen in your case.
As there is no possibility to attach the ge_w/e-spawner to another entity, simply because it's not supposed to be like that.

Do yourself a favor and place the weapon & ammo somewhere else not in the elevator.

VC:
Easy fix: make the elevator a normal room and make the rest of the map a moving entity, or have a spawn in the "up" and "down" locations.  Sometimes you'll have two armors in there, but that's just to be fair to the guy who's been pushing the arrow button on the other floor for two minutes because he's not taking the stairs god damn it.

kraid:
^^ROFL

killermonkey:
Moving elevators suck in multiplayer anyway since there are issues with prediction and wrongful deaths. To sum it up, getting in an elevator with any type of lag and jumping will most likely cause pain infliction.

Spawning things in an elevator is just as bad, I suppose you *could* parent the spawner entity to the elevator, but that would probably not produce good results. The calculation to teleport the armor/ammo/weapon back to it's proper position uses the current position of the spawner entity as the test so that would not be so bad.

kraid:
It's not possible to parent the spawner to anything, there's simply no Parent parameter in there.
Creating one won't solve the problem, too. There's no code for it in the engine and Orangebox also seems to have a problem with func_door parented to a moving entity like Tracktrain.

It's also not possible to disable a ge_w/e-spawn entity in a map, otherwise i would suggest you to have the tracktrain activating the entity when it reached a certain pathnode and stoped there.
Ofc. it would have to be deactivated again if the elevator starts moving, otherwise the entity will simply relocate to it's spawn location and might block the elevator.

If you ask me, simply forget about this idea and return to the more vital things you have to take care of in your map.

I might have another idea soon, but first i need to check if it's working.

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