Trouble creating a "hollow" capture point

Discussion in 'Mapping Questions & Discussion' started by mishi, Jan 30, 2014.

  1. mishi

    mishi L1: Registered

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    Hi, I am trying to create a capture point which is hollow in the middle. There's a hollow pillar in the middle of the point and I don't want people to be able to cap from the inside of the pillar. I made a screen to make it a bit more clear:
    http://imagizer.imageshack.us/v2/800x600q90/829/j3z0.png
    I used the clipping tool to create a trigger zone which fits around the pillar and grouped it. But when I run the map and cap the point, the HUD displaying the capping process acts in a really weird way. The process bar moves back and forth and displays the number of people capping only when I stand in a few particular spots (only the places where the edges of the clipped trigger boxes meet, it seems), but not in the whole trigger zone. Is there a way to get this working?
     
  2. Waffe

    Waffe L4: Comfortable Member

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    You shouldn't really use the clipping tool, as sometimes it will displace the verteces by a fraction of a hammer unit. This may cause the problem, but I'm not sure.

    Instead of clipping, create a 360 degree arch surrounding your pillar. Then select the arch and then make it them all into the same cap area.

    PS.Avoid stretching arches and/or cylinders, it will only cause misery later on
     
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  3. Waffe

    Waffe L4: Comfortable Member

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    Oh and looking at the picture, the zone seems to have the same name as the control point. Name the cap area something different like "Tower Top Area"
     
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  4. Sergis

    aa Sergis L666: ])oo]v[

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    tie all the solids to one netity

    the entname is bolded meaning there are more than one Tower Top

    id also avoid spaces in ent names just to be safe
     
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  5. mishi

    mishi L1: Registered

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    That worked. Thanks a lot :)
     
  6. henke37

    aa henke37

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    Also remember that capture areas interact with the player AABBs and not the displayed models.
     
  7. mishi

    mishi L1: Registered

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    What does that mean in newbie language?
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Axis-Aligned Bounding Box. The player collision hull is a 48x48x72 box that never rotates or tilts (aligned to the three primary axes). That is the space that will "touch" a trigger or other entity. This is why a player needs at least 49 units of space to pass between things (more if it is diagonal, because the box doesn't turn), and it doesn't matter which class (model) they are. The model hitboxes are only used for weapon hit detection.
     
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    Last edited: Feb 1, 2014
  9. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Clip is the least harmful tool, it can't fuck up quite as badly as Carve or Vertexedit; I see no reason to tell anyone not to use it.
     
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