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Barbapapa Posting Spree!
Joined: 09 Dec 2005 Location: Schweden
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Posted: Wed May 16, 2007 9:42 pm Post subject: Plasma grab |
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I want to implement teh classic map01 bump-into-pedestal plasma grab thingy in one of my maps. I've made an exact copy of the pedestal (impassable though) between the bases, but I can only grab the plasma from the red base (east) while facing south. I'm no expert at map01, but I'm sure you can grab it from more than one direction there? I'm probably wrong but I need to know if I have to remove this piece of pedestal from the map. |
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Doomination God like!
Joined: 23 Oct 2006 Location: It's NOT lupus. Posts: 6.022 x 10^23
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Posted: Wed May 16, 2007 10:51 pm Post subject: |
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I'm not entirely sure how it works, but I think when you bump the platform a little bit of the character (if you will) goes into the pedestal and allows you to grab it.
To put it into your map, just copy and paste the pedestal into your map and edit it as you wish. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Wed May 16, 2007 11:58 pm Post subject: |
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yeah, the dimensions have to be right and it depends on some DMFLAGs. |
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[n00b]Adereth Spamming!
Joined: 16 Jul 2005 Location: Oh god, what year is this?!
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Posted: Thu May 17, 2007 12:35 pm Post subject: |
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In other words, check your dmflags. Copy 'em from a DUI server or something, then alter them as much as you feel like without disturbing the plasma bump. OS Movement and OS Z Movement are probably the most influential, though I'm not certain. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Thu May 17, 2007 4:08 pm Post subject: |
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OS Movement only; Z movement is unrelated to that. |
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enVision A.K.A. Rat-Arsed
Joined: 13 Dec 2002 Location: Lagland
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Posted: Thu May 17, 2007 4:51 pm Post subject: |
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If anything, turning of OS movement should make it easier to grab. |
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[n00b]Adereth Spamming!
Joined: 16 Jul 2005 Location: Oh god, what year is this?!
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Posted: Thu May 17, 2007 6:47 pm Post subject: |
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enVision wrote: | If anything, turning of OS movement should make it easier to grab. |
No sir. The faster movement rate means a higher chance of the player's actor clipping through the pedestal and colliding with the weapon's actor. The slower, the worse. |
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999cop Daemon
Joined: 19 Apr 2002 Location: Atlanta, GA
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Posted: Thu May 17, 2007 7:46 pm Post subject: |
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It might be easier to grab if the pedestal was passable cuz' the weapon is placed behind the linedefs |
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Alfred Unstoppable!
Joined: 25 Oct 2005 Location: THE BATCAVE!
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Posted: Thu May 17, 2007 8:03 pm Post subject: |
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Addie, baby, you do realize that OS movement is how the character interacts with linedefs as its runs around, right? its not entirely a speed thing :s
As a matter of fact, os movement is often a lot faster than the ns movement...
And cop, yeah, making the linedefs passable would make it easier to get as the actor has to interact with the linedef's properties and unless there is a portion fairly close to the line, its hard to clip over into the collision feilds through the impassable lines.
yeahhhhhhhhhhhhhhhhh.
In any case, the more momentum you can get the more likely you are to clip into the other actor and grab the weapon. |
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[n00b]Adereth Spamming!
Joined: 16 Jul 2005 Location: Oh god, what year is this?!
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Posted: Thu May 17, 2007 8:09 pm Post subject: |
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And that, laddie, is a speed thing interacting with a bug that stays put regardless of whether OS movement is enabled or not. |
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TimeOfDeath Unstoppable!
Joined: 03 Nov 2004
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Posted: Thu May 17, 2007 10:27 pm Post subject: |
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I'm no expert, but here's what I tested with the map01 plasma grab:
Classic Movement and Classic Wallrunning ON = grab from north and east sides
Classic Movement ON and Classic Wallrunning OFF = grab from no sides
Classic Movement OFF with either wallrunning setting = grab from all sides
I got the same results with impassible lines. |
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999cop Daemon
Joined: 19 Apr 2002 Location: Atlanta, GA
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Posted: Fri May 18, 2007 5:00 am Post subject: |
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From what I've expereienced, sometimes these bumpy techniques are caused from bugs. Maybe the map01 pedestal is easier to break down, but it is harder or even impossible to re-create a similar situation as the BFG window grate on d5m1 unless you replicate another exact same copy. Regardless of its coordinate points or dimensions, that bumpy movement cannot be replicated as building it from scratch. This is from my past experience when I tried to create that for my maps. |
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TimeOfDeath Unstoppable!
Joined: 03 Nov 2004
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Posted: Fri May 18, 2007 10:23 am Post subject: |
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Did some more testing to try to find some grabbing limits:
1) When a raised floor or single sided linedef is blocking you from picking up the item (example: map01 plasma grab):
Classic Movement On, Classic Wallrunning On = grab from north and east sides when the item thing is 40 units or less from the blocking line, grab from south and west sides when the item thing is 30 units or less from the blocking line.
Classic Movement On, Classic Wallrunning Off = grab from all sides when the item thing is 30 units or less from the blocking line.
Classic Movement Off, either Wallrunning setting = grab from all sides when the item thing is 40 units or less from the blocking line.
2) When the item is blocked by a double-sided impassible line with a nearby corner (example: bfg grab in dwango5 map01):
Either Classic Movement setting, either Classic Wallrunning setting = grab from all sides if the item thing is 42 units or less from the blocking line.
I also tried a square sector with impassible lines, without a raised floor, but was only able to grab 40 units or less from all sides. It seems to make grabbing easier if there is a wall near the impassible lines (like in d5m1) so that you can just sit in the corner while strafe running against the line.
I guess the test results with impassible lines in my previous post didn't differ from the passible lines test because the part of the line that was blocking you was the raised floor.
The tests in this post were done on a map made from scratch, so I don't see a problem replicating these bump tricks if you use the right dimensions and dmflags with square sectors. |
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