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Digital Paint Discussion Board
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Mapping
(Moderator:
Chef-Killer
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BSP "Events"
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Topic: BSP "Events" (Read 1821 times)
CarbineXT
Stingray
Posts: 64
BSP "Events"
«
on:
June 21, 2006, 10:14:29 AM »
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!
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bug
68 Carbine
Posts: 335
Re: BSP "Events"
«
Reply #1 on:
June 21, 2006, 10:17:58 AM »
Rust is your friend.
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CarbineXT
Stingray
Posts: 64
Re: BSP "Events"
«
Reply #2 on:
June 22, 2006, 11:09:39 AM »
Ahh, thanks a lot! That's explained it well.
Question, does the rotation things work in pb?
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bug
68 Carbine
Posts: 335
Re: BSP "Events"
«
Reply #3 on:
June 22, 2006, 11:53:11 AM »
I'm not sure about func_rotating, but func_door_rotating (I think it's called that?) works fine.
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CarbineXT
Stingray
Posts: 64
Re: BSP "Events"
«
Reply #4 on:
June 22, 2006, 12:11:28 PM »
Ok, awesome - thanks.
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CarbineXT
Stingray
Posts: 64
Re: BSP "Events"
«
Reply #5 on:
June 24, 2006, 10:38:25 AM »
Hello again,
I have a problem - my elevators and trains that go up, they "jerk" the player up. Any way to fix?
Thanks.
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Eiii
Autococker
Posts: 4595
Re: BSP "Events"
«
Reply #6 on:
June 24, 2006, 01:21:01 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.
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jitspoe
Administrator
Autococker
Posts: 18802
Re: BSP "Events"
«
Reply #7 on:
June 24, 2006, 04:03:14 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.
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CarbineXT
Stingray
Posts: 64
Re: BSP "Events"
«
Reply #8 on:
June 24, 2006, 04:43:12 PM »
Well, the thing is that plats always work perfectly, it's only those two that do it.
Sorry about the double post.
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BSP "Events"