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Member 137 posts
Registered: Sep 2006
Any way to make a tele-exit keep the (exact) speed as entering? Quark
Member 705 posts
Registered: Feb 2006
Member 137 posts
Registered: Sep 2006
That meaning that only some servers would make this possible? In that case no option for me im afraid
Member 1102 posts
Registered: Jan 2006
Yes, it is a mod feature.
Administrator 1864 posts
Registered: Feb 2006
If you want to something like that in a map, you can make a push just after the tele exit, it might not result in the speed the played had, but a fixed speed boost instead.
Member 137 posts
Registered: Sep 2006
Yeah, thats what i done so far But having trouble getting good flow. And i have an angle problem as the push wont let me chose angles like tele exit.. but ill work around it somehow. thx
Administrator 1864 posts
Registered: Feb 2006
Member 137 posts
Registered: Sep 2006
I think quark says it can only go 90 degree angles. I need more like 10 degrees. But i think i can angle the whole map and leave the trigger straight in worst case.
or should this be possible with push?
Member 1102 posts
Registered: Jan 2006
You can angle pushs. I don't really remember the details but I used some in my mvdsv-kg map. "angles" "-45 90 0", play with that, it's yaw pitch something I guess or the other way around.
http://www.quaddicted.com/stuff/mvdsv-kg_src.zip
Member 137 posts
Registered: Sep 2006
Ok thx, ill look into that. Cant try until next week though
Member 271 posts
Registered: Feb 2006
As Spirit says, you can set "angles" for "pitch yaw roll". This is directly equivalent to setting the "angle" field to "yaw", but supports pitch /roll too. The "angle" field does support directly up/down, but its really not got any versatility. On the other hand, angle is just so much easier to set than angles. Whenever the server sees "angle", it will write to the "angles" field instead, overwriting it. So ordering inside your .map is important. The ordering in Worldcraft worked last time I tried it, but I've never used Quark. Of course, as the player inherits their new angles from the teleporter, the roll value should always be 0 (for teleporters at least) or Bad Things happen. Though they might make for an interesting map scenario.
Member 1102 posts
Registered: Jan 2006
Probably something like http://qexpo.tastyspleen.net/uploaded/140/smqe08c_pack.zip ;D
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