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#1 |
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Registered User
Join Date: Nov. 29th, 1999
Location: chino ca 91710
Posts: 138
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Hi guys, quick question. What is the easiest and cleanest way to keep players from jumping out of the level I'm making? My level has a second floor that opens up into an outdoor area. I am afraid people will translocate, impact hammer or rocket jump out of the area I want the players to stay in. How would I go about making an invisible ceiling to keep players from doing this? I want rockets and weapon fire to pass out, but players to be bound inside my level. Please help out if you can. thanks in advance!
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#2 |
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Without knowing what it looks like, it's a bit difficult, but couldn't you try placing obstacles or lava or something?
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Now more disease-infested than ever before! |
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#3 |
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Registered User
Join Date: Sep. 24th, 2000
Posts: 24
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Couldn't u use an invisible brush that only block players ??
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It's better to Burn out than to fade away... |
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#4 |
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why don't you try and create some architecture that would make players think they can't get out such as overhead beams or something.
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#5 |
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You could create a kill zone just outside with a non solid cube , it would'nt stop players from getting outside but they would be dead when they hit the ground. Maybe give it a transparent texture like a force field so they know where it starts.
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#6 |
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BeanMan<br><img src=me lost Mistar Bean
Join Date: Oct. 2nd, 2000
Location: Rhowd island
Posts: 70
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Ok man,
here's what you do. place a Lamp1 from the decorations section of your actor class browser so that the bottom is just at were yo want your players to be able to go to. Then open up it's properties and expand collision. set "block players" to yes and "block actors" to no. Then set the collision radius to whatever it takes to keep the players completely blocked off. Now, VERY IMPORTANT. save your map under a slightly different name ( Dm-mapname--Dm-mapnameA) so that you have two versions of the same map. Play the map to make sure the collision is absolutely perfect. When you have it perfect, go back to the editor and open up the lamp properties. Expand "display" and go to the "Mesh" option. Hit clear and the lamp will dissapear. *after this step, you cannot manipulate the lamp properties in any way.You simply cannot select the lamp. That is why it is saved twice* That is what I do even though I think there are other ways of doing this. |
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