No Ricochet Box - 2.0.*

General talk about the map making process.
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mrapple
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No Ricochet Box - 2.0.*

Post by mrapple » Mon Jul 19, 2010 3:48 pm

A little solution I crafted after honeytank showed the need for a no rico box.

To position it in your map, just do

Code: Select all

group norico
shift x y z
scale x y z
end
Enjoy!

Code: Select all

define norico
mesh
   vertex -1 -1  0
   vertex  1 -1  0
   vertex  1  1  0
   vertex -1  1  0
   vertex -1 -1 .999999
   vertex  1 -1 .999999
   vertex  1  1 .999999
   vertex -1  1 .999999
   diffuse 1 1 1 0
   face #south
       vertices 0 1 5 4
       passable
   endface
   face #east
       vertices 1 2 6 5
       passable
   endface
   face #north
       vertices 2 3 7 6
       passable
   endface
   face #west
       vertices 3 0 4 7 
       passable
   endface
   face #bottom
       vertices 0 1 2 3
        passable
  endface
   face #top
       vertices 4 5 6 7
        passable
  endface
	# Reverse
   face #south
       vertices 4 5 1 0
   endface
   face #east
       vertices 5 6 2 1
   endface
   face #north
       vertices 6 7 3 2
   endface
   face #west
       vertices 7 4 0 3
   endface
   face #bottom
       vertices 3 2 1 0
   endface
   face #top
       vertices 7 6 5 4
   endface
end #mesh
mesh
   vertex -.5 -.5  0
   vertex  .5 -.5  0
   vertex  .5  .5  0
   vertex -.5  .5  0
   vertex -.5 -.5 .999999
   vertex  .5 -.5 .999999
   vertex  .5  .5 .999999
   vertex -.5  .5 .999999
   diffuse 1 1 1 0
   face #south
       vertices 0 1 5 4
       passable
   endface
   face #east
       vertices 1 2 6 5
       passable
   endface
   face #north
       vertices 2 3 7 6
       passable
   endface
   face #west
       vertices 3 0 4 7 
       passable
   endface
   face #bottom
       vertices 0 1 2 3
        passable
  endface
   face #top
       vertices 4 5 6 7
        passable
  endface
	# Reverse
   face #south
       vertices 4 5 1 0
   endface
   face #east
       vertices 5 6 2 1
   endface
   face #north
       vertices 6 7 3 2
   endface
   face #west
       vertices 7 4 0 3
   endface
   face #bottom
       vertices 3 2 1 0
   endface
   face #top
       vertices 7 6 5 4
   endface
end #mesh
box
   position 0 0 0
   size 1 1 1
   shootthrough
end
enddef
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diing for the team
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Re: No Ricochet Box - 2.0.*

Post by diing for the team » Tue Jul 20, 2010 4:18 pm

So, is this allowing the shot to enter the box's wall and just not come out?
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mrapple
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Re: No Ricochet Box - 2.0.*

Post by mrapple » Tue Jul 20, 2010 7:39 pm

Yah thats basically it.

My original idea made the shot stick to the box, but tanks could run into the boxes while the reload time had not expired and blow themselves up.

This is the most effective way I could think to do it
Image

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Jefenry
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Re: No Ricochet Box - 2.0.*

Post by Jefenry » Tue Jul 20, 2010 8:13 pm

Pretty good, at least better than the ones I made a while ago. I tried yours out, but still managed to blow myself up because the walls are too thin. I'd add a smaller box in the center to catch most of the shots, and "panels" at 45º in the corners of the visible box to reflect shots inward.

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mrapple
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Re: No Ricochet Box - 2.0.*

Post by mrapple » Tue Jul 20, 2010 9:38 pm

Thats wierd because if you look at the code there are two boxes. One to catch the original ricos then one to catch ones near the middle.

Maybe those corners will help. I'll test it out soon and post the results here.
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