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Post by kkcomics on Jun 11, 2010 14:59:50 GMT
That worked awesomely, thank you! Is there a way to make the boulders 'auto-cleanup' so the server/map does not overload from all of the boulders spawned over time? Thanks!!
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Post by Zeph on Jun 11, 2010 16:27:34 GMT
at the end of the boulders route you could have a kill box with a filter to the name of the boulder
or make them dissapear after they have been alive 30 secs by adding to the same conditionw hich spawn them "on trigger -> "bouldername" -> break -> delay -> 30"
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Post by kkcomics on Jun 11, 2010 18:09:52 GMT
Ok, fixed it. Thank you! Final question (assuming this all works out!) Now I would like to make it so that one cannot fire millions of boulders at one time by spraying bullets, do I need a logic_timer for that? If so, I'm terrible at logic_timers, how would it be done? I feel like such a noob asking all of these questions. EDIT: Ok, now my map is refusing to compile.. oh boy. There's a 'bad brush' (number 145) in the compile log, and when I try to find it, the brush finder says it doesn't exist. Maybe I'll start a new thread for that though.
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Post by Zeph on Jun 11, 2010 19:14:32 GMT
add a long delay to the button, its one of the keyvalues for the button.
Bad brush must be one you made recently. have you vertex edited any recently?
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Post by tehrasha on Jun 11, 2010 21:57:33 GMT
Something odd that I never noticed before.
In my example, if you spawn a rock, shoot it till it breaks, and then spawn another rock... The newly spawned rock is visibly damaged with the previous rock's bullet holes.
Also, I believe in my example, the hurt box only exists on the most recetly spawned rock. So if a 2nd rock spawns, the 1st one is no longer deadly. (you might want to check that to make sure)
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Post by kkcomics on Jun 12, 2010 14:42:07 GMT
I've noticed that too, I think it'd be fixed with the delay and destroyed on physics.
Thanks everyone for the help!
*Has to start a new thread because my map will not load now, not sure why* D:
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