Author Topic: Doors...  (Read 4075 times)

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Offline Chariot

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Re: Doors...
« Reply #20 on: August 27, 2007, 07:33:49 pm »
Wow....

"NO NEW MAP FEATURES"

"NO MOBILE POLYGONS"
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Offline Blacksheepboy

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Re: Doors...
« Reply #21 on: September 12, 2007, 09:30:22 pm »
Wow....

"NO NEW MAP FEATURES"

"NO MOBILE POLYGONS"


If you've actually read into what's being suggested, myself and others did not suggest moving polygons.

I would rather use a poly you can walk through but cannot see through, to use in Realistic mode or something. No need for moving polys, this would practically do the same thing.

This seems like something that would be doable. And although it does specify no new map features, this seriously seems like something easy to do, rather than the whole moving polygons issue.

Date Posted: August 27, 2007, 10:00:36 PM


Doors Are Possible:

Hey, sorry to bump such an old thread, but currently, wannabe doors are possible. I have experimented in Polyworks, and all you need to do for wannabe doors is to use invisible polygons with 'only bullets collide' applied to them, and then place colliders on the wannabe door. There you go. In realistic mode, you can't see through them and they stop bullets, so it all works in the end.
« Last Edit: September 16, 2007, 08:52:58 pm by Blacksheepboy »

Offline Sytrus

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Re: Doors...
« Reply #22 on: September 13, 2007, 02:40:53 pm »
He did suggest "some kind of moving polygon that moves if you touch it".

Offline Dev1200

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Re: Doors...
« Reply #23 on: September 14, 2007, 11:21:17 am »
Ugh...

MM's new game

CrimsonGlory+Soldat X_X

already has vehicles... Map format is already changed.  Plus huge maps will be put in... it's possible to do moving polygons, doors, etc.

Offline O.R.I.O.N.

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Re: Doors...
« Reply #24 on: September 14, 2007, 01:46:16 pm »
Argh. What if there were polys that you can trigger the physical transparensy with some kind of trigger poly, like shoot a "switch" poly, or step on it, and another goes intangible untill it's re-activated. Beats the crap out of mobile polys.
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Offline Dr. Zombi3

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Re: Doors...
« Reply #25 on: September 15, 2007, 12:45:52 pm »
Argh. What if there were polys that you can trigger the physical transparensy with some kind of trigger poly, like shoot a "switch" poly, or step on it, and another goes intangible untill it's re-activated. Beats the crap out of mobile polys.
yeah, atleast that can happen
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Offline Blacksheepboy

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Re: Doors...
« Reply #26 on: September 16, 2007, 08:52:43 pm »
Forget it...whatever I mentioned doesn't work since you actually can still see through the polygons :(.

Hmm, I suppose if it was possible to make a normal poly skinny enough to go through, but not see through... I'll experiment with that sometime.

Offline BondJamesBond

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Re: Doors...
« Reply #27 on: September 16, 2007, 09:35:39 pm »
Forget it...whatever I mentioned doesn't work since you actually can still see through the polygons :(.

Hmm, I suppose if it was possible to make a normal poly skinny enough to go through, but not see through... I'll experiment with that sometime.

Yeah, you can make a skinny poly - where all you need to do is jump through it. And I think it would be better if you could see this 'door'. Just put the thin poly (normal setting) behind a poly with 'Only bullets collide'
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Offline Anti-Authority

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Re: Doors...
« Reply #28 on: September 16, 2007, 10:09:17 pm »
Doors would lead to bugs... and bugs lead to unhappy players.
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Offline M.rSnow

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Re: Doors...
« Reply #29 on: September 23, 2007, 09:18:53 am »
The format whould require more space = not good.
And i think some ppl whould door camp :P like

stage 1 |o
stage 2 \o
stage 3 |o
stage 4 \o
and soon.
|=door closed
\ door open
o=Player
I dont think ppl whould be very keen to that kind of people..
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Offline LtKillroy

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Re: Doors...
« Reply #30 on: September 23, 2007, 10:57:04 am »
Here's all I have to say:
Link-Dead. End of arguement.
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Offline Tactical Sniper

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Re: Doors...
« Reply #31 on: September 23, 2007, 08:29:33 pm »
doors=useless