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Brush Vertex Jumping

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sat Aug 22, 2009 1:02 am Post subject: Brush Vertex Jumping |

Solved. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

Last edited by Team Xlink on Tue Nov 17, 2009 2:20 am; edited 1 time in total

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sat Aug 22, 2009 2:22 pm Post subject: |

Adding glitches into a game is typically undesirable

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sat Aug 22, 2009 4:33 pm Post subject: |

Downsider wrote:
Adding glitches into a game is typically undesirable

I am not adding a glitch.
I want to add this to one of my side projects.
Quake Physics Engine!
It has a bunch of physics things including a no gravity room!
_________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Tue Aug 25, 2009 12:57 am Post subject: |

probably need to do a bunch of tracelines down from the player origin in Hull 0, counting all the different polygons you hit and calculating how steep they are. (and make sure they are slanted the right direction)

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Aug 25, 2009 1:58 am Post subject: |

This seems like a really bad idea to me :X

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Tue Aug 25, 2009 10:14 am Post subject: |

Better to look at the trigger_monsterjump entity or at how the Wind Tunnels work if you want it in specific areas. If you want it globally then you're looking at implementing a new QC builtin as QC itself knows nothing whatsoever about brushes and vertexes. This would be something in the player movement code that calls a PF_CheckPlayerPos each player think and returns a number indicating how many vertexes, obtained using a traceline and some other voodoo. I wouldn't do it in the engine itself - this kinda thing belongs in QC.
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