stairs
Quote from toaster on March 23, 2012, 3:49 pmHello,
I'm having some trouble with my stairs. I use prop_dynamics with the rampa_stair01-4_up animation. Nr 1-3 work well, but the fourth one, placed at exactly the same height as the other props, ends up a little to high so you can't walk onto it, and you have to jump. Why is that?
Toaster
Hello,
I'm having some trouble with my stairs. I use prop_dynamics with the rampa_stair01-4_up animation. Nr 1-3 work well, but the fourth one, placed at exactly the same height as the other props, ends up a little to high so you can't walk onto it, and you have to jump. Why is that?
Toaster
Quote from Lpfreaky90 on March 23, 2012, 7:40 pmI don't know; I've had exactly the same thing.
What I did was just add a clip brush so people can just walk up there and enable/disable it at the same moment as the stairs =)
I don't know; I've had exactly the same thing.
What I did was just add a clip brush so people can just walk up there and enable/disable it at the same moment as the stairs =)
Quote from spongylover123 on March 23, 2012, 8:56 pmWhat I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.
What I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.
Quote from ChickenMobile on March 23, 2012, 9:12 pmspongylover123 wrote:What I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.That's exactly what Valve did.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.
That's exactly what Valve did.
Quote from Kaleido on March 23, 2012, 9:45 pmchickenmobile wrote:spongylover123 wrote:What I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.That's exactly what Valve did.
...
...why didn't they just fix the animations to line up better? O_o
What a mess. Anyway, I have the same problem in my map, so thanks for the fix
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.
That's exactly what Valve did.
...
...why didn't they just fix the animations to line up better? O_o
What a mess. Anyway, I have the same problem in my map, so thanks for the fix ![]()
Quote from spongylover123 on March 23, 2012, 9:51 pmchickenmobile wrote:That's exactly what Valve did.I learn from the best.
I learn from the best.
Quote from BenVlodgi on March 24, 2012, 1:37 amchickenmobile wrote:spongylover123 wrote:What I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.That's exactly what Valve did.
and that's the way it autta be done
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.
That's exactly what Valve did.
and that's the way it autta be done
Quote from HammerHead on March 25, 2012, 2:41 amIf you just use a clip that enables and disables make sure the player can't get stuck in the brush by walking into it before it is enabled.
If you just use a clip that enables and disables make sure the player can't get stuck in the brush by walking into it before it is enabled.
Quote from ChickenMobile on March 25, 2012, 2:59 amHammerHead wrote:If you just use a clip that enables and disables make sure the player can't get stuck in the brush by walking into it before it is enabled.Thats why it should always be enabled but it comes up from the ground.
Thats why it should always be enabled but it comes up from the ground.

