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Brush Vertex Jumping

 
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Sat Aug 22, 2009 1:02 am    Post subject: Brush Vertex Jumping Reply with quote

Solved.
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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

PostPosted: Sat Aug 22, 2009 2:22 pm    Post subject: Reply with quote

Adding glitches into a game is typically undesirable Cool
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Sat Aug 22, 2009 4:33 pm    Post subject: Reply with quote

Downsider wrote:
Adding glitches into a game is typically undesirable Cool



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!
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metlslime



Joined: 05 Feb 2008
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PostPosted: Tue Aug 25, 2009 12:57 am    Post subject: Reply with quote

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
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PostPosted: Tue Aug 25, 2009 1:58 am    Post subject: Reply with quote

This seems like a really bad idea to me :X
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Tue Aug 25, 2009 10:14 am    Post subject: Reply with quote

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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