Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help [QUESTION][IDEA] Invisible Wall
#1
So, I was thinking, the code @master131 made for carepackages, is just a block (invisble) with that model around it.
What if there is a way to only make that invisible blocks, so you don't use entitys.
Than I can just make some walls on some points with invisible blocks, so you don't walkinside them.
(like the orginal maps also have some invisible walls)
Is this possible?
And if so, can we use it like the bunker plugin from @archit (and maybe add it to mapedit)
So hope it's possible, than I can take my maps to the next limit Smile
[Image: b_560_95_1.png]
[Image: hax0r3ez.gif]
Reply

#2
We need Solid(); method.
If we will spawn invisible wall - it will be bugged. ( You'll stuck in it. )


I did same in my and @Rendflex 's mod called rotu.
Notice: If you want to increase entity limit, it will not work. Entities count will be increased anyways Nyan Cat
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#3
Don't you just need the brushmodel?
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
Reply

#4
So just talked around with some peeps,, is there any way we can use bigger boxes than carepackages, because it's also 1 entity but bigger.
Just need to find the right entity for it maybe? like a big container?
Is it possible?
[Image: b_560_95_1.png]
[Image: hax0r3ez.gif]
Reply

#5
(03-02-2013, 18:39)DidUknowiPwn Wrote: Don't you just need the brushmodel?

No, it increases entity count anyways.
Somewhere in 'spawn' function g_entities++; exist i believe.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#6
or maybe sth like flags , that teleports you to one step backwards?
Reply

#7
(03-03-2013, 08:54)OzonE Wrote: or maybe sth like flags , that teleports you to one step backwards?

Possible but would use lots of memory since it requires logging on location
Reply

#8
Well or bigger models? isn't there something like a big square model, because sometimes I need to close something, and a big model also takes 1 entity if I'm right?
I think that's a good idea bigger models, but that checking will lagg I guess (the teleportation)
And, the solid invisble block is also an entity I heard, so for 1 solid and looking box, you take 2 entitys.

Maybe we can find big flat models for floors, and big blocks or long blocks for walls?
[Image: b_560_95_1.png]
[Image: hax0r3ez.gif]
Reply

#9
(03-03-2013, 14:16)99IRock Wrote: Well or bigger models? isn't there something like a big square model, because sometimes I need to close something, and a big model also takes 1 entity if I'm right?
I think that's a good idea bigger models, but that checking will lagg I guess (the teleportation)
And, the solid invisble block is also an entity I heard, so for 1 solid and looking box, you take 2 entitys.

Maybe we can find big flat models for floors, and big blocks or long blocks for walls?

It is not exist and it is not possible.
Black ops had collision_XX_XX models (they're really big), but mw3 doesn't have them.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
Question Help Mw2 weapon skin question FroxIVx4 1 2,947 10-13-2013, 16:54
Last Post: hmann
Rainbow please help me = question's clacki 1 2,371 09-24-2013, 15:22
Last Post: OzonE
  [Request] Might be a silly question... regarding SetPlayerData camxxcore 4 3,892 08-10-2013, 21:50
Last Post: camxxcore
  A question about the Call of Duty Black Ops king_dom 1 3,698 07-08-2013, 05:26
Last Post: DidUknowiPwn
  Help Mw2 weapon skin question FroxIVx4 1 2,917 07-06-2013, 19:22
Last Post: surtek
  Question on how to "Spawn" a flying rocket as a player? akillj 8 5,527 06-04-2013, 01:54
Last Post: rotceh_dnih
  [Release] Anti-Invisible Name master131 24 21,486 05-02-2013, 14:15
Last Post: .sepultura.
  bot question meisking 1 2,043 04-13-2013, 11:02
Last Post: SuperNovaAO
Wink Help question [HARD] Tony. 12 7,957 03-02-2013, 22:54
Last Post: JariZ
  A Question supernuke 2 2,277 02-22-2013, 15:45
Last Post: supernuke

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum Powered By MyBB, Theme by © 2002-2024 Melroy van den Berg.