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InsideQC Forums • View topic - Having problems using clip

Having problems using clip

Discuss the construction of maps and the tools to create maps for 3D games.

Moderator: InsideQC Admins

Postby UFIA » Thu Oct 21, 2010 5:41 pm

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Postby UFIA » Thu Oct 21, 2010 5:50 pm

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Postby UFIA » Thu Oct 21, 2010 5:57 pm

Image
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Postby Spirit » Thu Oct 21, 2010 6:02 pm

Unless those textures are scaled up, there is not enough room for the player. ;)

I am not sure what dimension the player model's bounding box has, 32? It could work if you remove that stone part in the upper right of the image.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby goldenboy » Thu Oct 21, 2010 6:26 pm

The setup looks correct. That should work if the trigger is turned into a func_ladder.

What Spirit said - the player's bounding box needs to fit through any gaps on the way. The player fits / falls through any holes bigger than 32x32, and horizontally a door must be taller than 56 units for the player to walk through.

-> Make sure there is enough room in the vicinity of the ladder for the player to move uninhibited.

Another thing. The ladder code I know (Quoth/ExtrasR4/RemakeQuake) requires that an "angle" key be set in the func_ladder. Maybe that is the same with this mod?

Select your func_ladder. Go to the entity window/inspector. Add a key "angle" with a value between 0 and 360.

The correct value is the direction the player must face to climb the ladder (Extras/RMQ) or the direction away from the ladder (Quoth). Try both of those.

"Angle" will be one of 90, 180, 270 or 360, if your ladder is facing in a cardinal direction (it looks like that).

Also, do other ladders work (ie other maps)?

Did you correctly do this: Select the trigger brush, then create a func_ladder (ie "turn the trigger brush into a func_ladder")?
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Postby UFIA » Thu Oct 21, 2010 6:30 pm

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Postby UFIA » Thu Oct 21, 2010 6:37 pm

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Postby goldenboy » Thu Oct 21, 2010 6:40 pm

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Postby UFIA » Thu Oct 21, 2010 6:44 pm

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Postby goldenboy » Thu Oct 21, 2010 7:00 pm

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Postby frag.machine » Thu Oct 21, 2010 7:07 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby goldenboy » Thu Oct 21, 2010 7:38 pm

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Postby UFIA » Thu Oct 21, 2010 7:57 pm

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Postby UFIA » Thu Oct 21, 2010 8:20 pm

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Postby goldenboy » Thu Oct 21, 2010 8:50 pm

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