flag spawn
- ducatiwannabe
- Private First Class
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- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Without going into semantics regarding "spawning" and "dropping", I too would like the ability to prevent flags from being placed in certain areas. The existing methods I am aware of to do this are:
1) Make the surface you don't want the flags on uneven, or sloped.
2) Make the surface a death zone.
Unfortunately, neither of these methods address my particular needs. If anyone has played my Babylon IV map, you will understand that the flags on the slippery caution areas are very difficult to retrieve. I would love to prevent team flags from being placed there, but there is no method at this time to do so (that I know of). I had some conversation with a dev regarding this and there 'may' be changes in the next version release to allow physics areas to be defined in such a way as to prevent flags from being placed on them. We will see...
1) Make the surface you don't want the flags on uneven, or sloped.
2) Make the surface a death zone.
Unfortunately, neither of these methods address my particular needs. If anyone has played my Babylon IV map, you will understand that the flags on the slippery caution areas are very difficult to retrieve. I would love to prevent team flags from being placed there, but there is no method at this time to do so (that I know of). I had some conversation with a dev regarding this and there 'may' be changes in the next version release to allow physics areas to be defined in such a way as to prevent flags from being placed on them. We will see...
- ducatiwannabe
- Private First Class
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There is another way... flags will never be placed on
drivethrough buildings. Use an invisible drivethrough
meshbox or an invisible custom mesh (a face region
extraction should do nicely).
I would advise only using drivethrough and
not drivethrough and shootthorugh (passable).
drivethrough buildings. Use an invisible drivethrough
meshbox or an invisible custom mesh (a face region
extraction should do nicely).
Code: Select all
options
+f good{2}
-ms 10 -j +r
-c
-mp 0,2,2,0,0,0
end
box
size 300 300 10
end
meshbox
color 0 0 0 0
drivethrough
pos 0 0 10
size 300 300 0.01
end
base
pos -350 -350 0
size 25 25 10
color 1
end
base
pos +350 +350 0
color 2
size 25 25 10
end
not drivethrough and shootthorugh (passable).
- BinarySpike
- Corporal
- Posts: 735
- Joined: Mon Mar 28, 2005 11:58 pm
- Contact:
BinarySpike: You'll notice that that will not happen in the code snippet
that I provided as an example. There may come a time when objects
that are both drivethrough and shootthrough are simply discarded from
the physics model, and then this trick will no longer work for your maps.
That clear enough for you?
that I provided as an example. There may come a time when objects
that are both drivethrough and shootthrough are simply discarded from
the physics model, and then this trick will no longer work for your maps.
That clear enough for you?