Author Topic: BSP "Events"  (Read 1822 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!

bug

  • 68 Carbine
  • Posts: 335
Re: BSP "Events"
« Reply #1 on: June 21, 2006, 10:17:58 AM »

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?

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.

CarbineXT

  • Stingray
  • Posts: 64
Re: BSP "Events"
« Reply #4 on: June 22, 2006, 12:11:28 PM »
Ok, awesome - thanks.

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.

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.

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.

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.