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? traverse question help please ?

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Created 10 years ago
by gamer9294
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Hello everyone,


I'm working on a new map but I have an question:

about the traverse.


is it possible to make a script or something else

that will activate or deactivate the traverse (example:  wall_hop_zombie)


as a example:   

I'm standing on a big elevator and there is a window in the elevator but when i'm going down then the traverse most be deactivated and when the elevator is back then the traverse most again to activate (that the zombies can jump over it :) )


I hope that some one can help me with this :)




best regards,
Gamer9294
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put a script_brushmodel between the zombie spawn and the traverse

make it non-colliding

utilize

Code Snippet
Plaintext
clip DisconnectPaths(); 


Code Snippet
Plaintext
clip ConnectPaths(); 


in your elevator script
Last Edit: October 19, 2014, 11:06:25 pm by jei9363
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put a script_brushmodel between the zombie spawn and the traverse

make it non-colliding

utilize

Code Snippet
Plaintext
clip DisconnectPaths(); 


Code Snippet
Plaintext
clip ConnectPaths(); 


in your elevator script


I have tried but does not work with the traverse,

it have still connection with the pathnodes.


here I have some pictures that you can see,  (I use this time as a example:  sandbags)

when it needs to disconnect the pathnodes then the traverse most active.


and

when the pathnodes need to connecting with the other then most the traverse disconnected.


I have also tried to give a kvp on the traverse but it give the same point as the previous one that I have sayed.


pictures:









but when I use the connectpaths();  code then it does same effect with the traverse and the pathnodes at the same time.



best regards,
Gamer9294
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not really following but try

ticking dynamic path on the clip

not trying to disconnect the transverse, but disconnecting the pink nodes leading up to it
Last Edit: October 20, 2014, 07:23:17 pm by jei9363
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not really following but try

ticking dynamic path on the clip

not trying to disconnect the transverse, but disconnecting the pink nodes leading up to it


Yes I have it done also with the Dynamicpath function on the clip.

but it when it disconnect the pathnodes (pink nodes)  then the traverse are also disconnected :(


And What you can see on the picture:


1 without the sandbags, then only the pathnodes (pink nodes) most active (not the traverse)

and

1 with the sandbags picture, then most the traverse active.  and the pathnodes (pink nodes) disconnected.



what 2 different pictures most like is that,  I have 2 different gamemodes and with the first one (with sandbags) then the zombies most climb over and when the other gamemode is active then the zombies most walk not do a ghost animation (climb over)


but also thank you for helping me.

I will test it again good :)



best regards,
Gamer9294

 
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