How to make func_rotating crush.

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How to make func_rotating crush.

Postby being » Wed Nov 08, 2006 2:11 pm

I have a func_rotating brush and sometimes (as planned) the player gets stuck between it and another piece of the map. The brush stops as if the torque of it's engine is not enough to overcome the player. I'd like this perticular brush to crush the player (kill) in this situation as tuts said it will. How do I do this?
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Postby being » Wed Nov 08, 2006 6:19 pm

I've followed http://www.modsonline.com/Tutorials-read-60.html
"# dmg: how much damage it will cause the player when blocking it. To set this type dmg in the "key" box and 1000 in the "value" box (this setting is based o­n if you want it to kill the player when touched) "

And that didn't seem to work, the player was able to stop the fan anyway.
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Postby esteel » Wed Nov 08, 2006 6:21 pm

Maybe Nexuiz does not use the damage field.. i'll take a look at the code later.
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Postby tZork » Wed Nov 08, 2006 8:20 pm

nexuiz func_rotating dosent support .dmg or any other way of damaging the player when blocked.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby being » Wed Nov 08, 2006 10:13 pm

Ah, can this be fixed in the code (I guess esteel is doing that).
It's a good feature that quake etc has. (not having it isn't a feature :P)
/me is afraid the response will be "no, it's a feature not having it".
There's a place in the code where the player is able to stop the rotating brush/mover if pinned between it and another thing, right there you could have:

if (dmg != 0) {
playerdam(dmg);
}

(continue with funciton)

This way the player would be damaged correctly, also if you put a negative value you could make a crushing thing of life :P
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Postby esteel » Fri Nov 10, 2006 9:26 am

In fact tZork (THANKS) wrote a patch for this and its currently in the development tree for testing. If its stable it will get into the 2.1.1 branch and will be available with the next patch.
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