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While I was spectating the bots at timescale 5 or 10, I noticed that sometimes bots didn't die after falling down from the arena... They just remained on the "floor of the sky", almost invisible in the dark, still capable of shooting at other characters if they had the chance (e.g. when someone else survided the fall). It seems it's more likely to happen to bots than to me.
It looks like it doesn't happen at timescale 1, but I can't be really sure (who knows what might happen with different pmove_*, com_maxpfs, sv_fps, g_gravity, g_speed values!), so maybe it might be worth fixing the map, to be safe.
I opened the .map file, and maybe the trigger_hurt there, despite being 64 unit thick, may not be enough (maybe it might be related to the fact that, for some reason, it has got the "SLOW" spawnflag set?).
Following the "how-to" guide for "Death pits" (https://openarena.fandom.com/wiki/Mapping_manual/Creating_dynamic_features#Death_pits), I think it should have had "SILENT" and "NO_PROTECTION" spawnflags, not "slow". And I guess there should not be enough empty room below it to have a character standing on the bottom of the pit without touching the trigger, isn't it?
Look at the NetRadiant screenshot, I guess the trigger_hurt should be moved lower or vertically enlarged.
Also, in the editor I don't see a "nodrop" brush at the bottom of the pit, maybe it should be added? But in-game I don't see dropped weapons floating there, maybe the game automatically knows (by the fact that the bottom is a sky shader) that dropped weapons should not stay on it? I don't know.
Tested using version 230430.
The text was updated successfully, but these errors were encountered:
For the sake of completeness, OACMPDM9 (the sanctuary) map does not seem have this issue: I watched bots at timescale 10 and I din't see them wandering on the bottom of the map.
I checked in the .map file and I saw that there, the trigger_hurt has still got the "no protection"+"slow" spawnflags, but the brush itself extends the bottom of the pit. And there is also a nodrop brush.
While I was spectating the bots at timescale 5 or 10, I noticed that sometimes bots didn't die after falling down from the arena... They just remained on the "floor of the sky", almost invisible in the dark, still capable of shooting at other characters if they had the chance (e.g. when someone else survided the fall). It seems it's more likely to happen to bots than to me.
It looks like it doesn't happen at timescale 1, but I can't be really sure (who knows what might happen with different pmove_*, com_maxpfs, sv_fps, g_gravity, g_speed values!), so maybe it might be worth fixing the map, to be safe.
I opened the .map file, and maybe the trigger_hurt there, despite being 64 unit thick, may not be enough (maybe it might be related to the fact that, for some reason, it has got the "SLOW" spawnflag set?).
Following the "how-to" guide for "Death pits" (https://openarena.fandom.com/wiki/Mapping_manual/Creating_dynamic_features#Death_pits), I think it should have had "SILENT" and "NO_PROTECTION" spawnflags, not "slow". And I guess there should not be enough empty room below it to have a character standing on the bottom of the pit without touching the trigger, isn't it?
Look at the NetRadiant screenshot, I guess the trigger_hurt should be moved lower or vertically enlarged.
Also, in the editor I don't see a "nodrop" brush at the bottom of the pit, maybe it should be added? But in-game I don't see dropped weapons floating there, maybe the game automatically knows (by the fact that the bottom is a sky shader) that dropped weapons should not stay on it? I don't know.
Tested using version 230430.
The text was updated successfully, but these errors were encountered: