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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
If you send me your level file, I can try launching/running on mine to confirm the issue for you.
If you send me your level file, I can try launching/running on mine to confirm the issue for you.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Hey, I just opened it up. I've not been mapping long, but all your clips seem to be done different than the way I have done mine (which work).
They're all appearing as "worldspawn" - Did you make these as brushes? or did you just drag as you would wall and give it a clip texture?
You need to make a script_brush and give it the clip kvps
P.S: Looks like a cool map btw, is it your first one?
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
1) Right click on the map (camera view) -> Script -> Brushmodel
2) Expand the clip over the object/area you want to be clipped.
3) Give it a clip texture
4) Give it a new KVP: "script_noteworthy" with the value of "clip"
5) in the "Navmesh" heading in the entity window set the static_navmesh to True.
This is the method you would use for something like opening a door, but I've been applying it to my clip objects as well.
This is what I've used for clipping on small objects and while I don't understand why your method doesn't work, because by default I believe that zombies navigate around the regular brush, I guess it could be part of your issue.
I would have tested but most of your script_structs and things aren't highlightable. I did look at one of your zombie_spawners but it looked fine, you had it in the correct zone and pointed it to the correct window, so I don't think it is that.
1) Right click on the map (camera view) -> Script -> Brushmodel
2) Expand the clip over the object/area you want to be clipped.
3) Give it a clip texture
4) Give it a new KVP: "script_noteworthy" with the value of "clip"
5) in the "Navmesh" heading in the entity window set the static_navmesh to True.
This is the method you would use for something like opening a door, but I've been applying it to my clip objects as well.
This is what I've used for clipping on small objects and while I don't understand why your method doesn't work, because by default I believe that zombies navigate around the regular brush, I guess it could be part of your issue.
I would have tested but most of your script_structs and things aren't highlightable. I did look at one of your zombie_spawners but it looked fine, you had it in the correct zone and pointed it to the correct window, so I don't think it is that.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |