Digital Paint Discussion Board

Development => Mapping => Topic started by: CarbineXT on June 21, 2006, 12:14:29 PM

Title: BSP "Events"
Post by: CarbineXT on June 21, 2006, 12:14:29 PM
Hello all,

Recently having grasped the tricks of BSP, I'm trying to learn how to do elevators, trains, etc. Could anyone help me?

Thanks!
Title: Re: BSP "Events"
Post by: bug on June 21, 2006, 12:17:58 PM
Rust is your friend. (http://www.gamedesign.net/node/11)
Title: Re: BSP "Events"
Post by: CarbineXT on June 22, 2006, 01:09:39 PM
Ahh, thanks a lot! That's explained it well.

Question, does the rotation things work in pb?
Title: Re: BSP "Events"
Post by: bug on June 22, 2006, 01:53:11 PM
I'm not sure about func_rotating, but func_door_rotating (I think it's called that?) works fine.
Title: Re: BSP "Events"
Post by: CarbineXT on June 22, 2006, 02:11:28 PM
Ok, awesome - thanks.
Title: Re: BSP "Events"
Post by: CarbineXT on June 24, 2006, 12:38:25 PM
Hello again,

I have a problem - my elevators and trains that go up, they "jerk" the player up. Any way to fix?

Thanks.
Title: Re: BSP "Events"
Post by: Eiii on June 24, 2006, 03:21:01 PM
I'm not exactly sure what you're talking about, but making them go up slower might fix that.
Also, use the 'Modify' button if you want to add on to a previous post, instead of double-posting.
Title: Re: BSP "Events"
Post by: jitspoe on June 24, 2006, 06:03:14 PM
That's actually a bug in the game -- not sure what I did to cause that, but it happens when the framerate and packet rate are decoupled.  If you use cl_locknetfps 1, the jerkyness goes away, but then you're stuck playing at a lower framerate.
Title: Re: BSP "Events"
Post by: CarbineXT on June 24, 2006, 06:43:12 PM
Well, the thing is that plats always work perfectly, it's only those two that do it.

Sorry about the double post.