Author Topic: Diagonal door bug  (Read 4903 times)

Firstinaction

  • Posts: 638
  • Turrets: +18/-131
    • F1rst16
Diagonal door bug
« on: March 11, 2011, 02:48:03 am »
I have a diagonal door that makes my spectator camera get stuck

Should I not use the diagonal door or what?

Firstinaction

  • Posts: 638
  • Turrets: +18/-131
    • F1rst16
Re: Diagonal door bug
« Reply #1 on: March 14, 2011, 06:05:23 pm »
Any help with a diagonal door in your map.   It works fine but it makes the spectator camera get stuck.


Xedoh

  • Posts: 84
  • Turrets: +4/-1
Re: Diagonal door bug
« Reply #2 on: March 14, 2011, 06:44:53 pm »
The only solution I could think of is to look in which wall you get stuck as spectator and place a teleporter inside the wall that teleports you out again. I am however afraid that the door could get one-way for spectators.
Wisdom starts where knowledge ends.

Firstinaction

  • Posts: 638
  • Turrets: +18/-131
    • F1rst16
Re: Diagonal door bug
« Reply #3 on: March 14, 2011, 11:48:28 pm »
The only solution I could think of is to look in which wall you get stuck as spectator and place a teleporter inside the wall that teleports you out again. I am however afraid that the door could get one-way for spectators.
"I could try but my knowledge with teleports is bad",  But yea its pretty much the only bug and its probably going to make my map be a push back from being released until I can fix the problem...

I can release it but its the spectator camera getting stuck... (crap)

Xedoh

  • Posts: 84
  • Turrets: +4/-1
Re: Diagonal door bug
« Reply #4 on: March 15, 2011, 08:16:31 am »
Making a teleport is simple:

  • Make a brush with the "common/trigger" shader.
  • Apply a "trigger_teleport" to it.
  • (In your case set the "spectator" spawnflag, so it's only useable for spectators.)
  • Create a "misc_teleporter_dest" at the target location and have it targeted by the "trigger_teleport".

That's all. It would have been easy to find out yourself btw. There's enough help in radiant itself to get an idea how it works.
Wisdom starts where knowledge ends.

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Diagonal door bug
« Reply #5 on: March 15, 2011, 09:37:40 am »
Or we could just get a patch in that forces spectators to be noclip and ignore door teleporting.

Firstinaction

  • Posts: 638
  • Turrets: +18/-131
    • F1rst16
Re: Diagonal door bug
« Reply #6 on: March 15, 2011, 02:56:47 pm »
True I can try that. What's the point if no clip    Does it make every thing go through it including the walls or door

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Diagonal door bug
« Reply #7 on: March 16, 2011, 11:39:11 am »
True I can try that. What's the point if no clip    Does it make every thing go through it including the walls or door
Noclip makes the player able to fly around, disregarding walls and other things. Spectators with noclip on get a bit of a precision benefit from noclip, as it stops and starts instantly. However, door portals still teleport spectators through doors, and that code just needs to be taken out as it serves really no purpose.