Bug Reports / winzone error prevents making standalone

Author
Message
Meows
12
Years of Service
User Offline
Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 4th Dec 2016 07:20
second time this happened, I was trying to get the winzone on the second floor of a building, and it did not work, I then saw
that none of the triggers stay on any floor other than ground floor. I assume this will be addressed and corrected?
[img]http://www.78ez.com\images\errorWinzone.png[/img]
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 4th Dec 2016 11:28
Working as normal, they're not designed to be above ground level. They may be changed in the future, depends on how the feature voting board goes.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 4th Dec 2016 23:00
Winzones will work on a higher level as the start from the ground and go straight up .... The trick for now is to avoid the area on the floor so you don't accidently trigger it ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 5th Dec 2016 06:30
Yeah that's what I meant synchromesh, you said it much better than me.

When I get off my phone and on a PC I'll post a couple of alternative winzone scripts I use to get around the height issue.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 5th Dec 2016 08:02
Here you go.

Two scripts i use as alternates to the winzone (i hate using markers they can be a pain to get right, and as you've seen when you try to raise them off the floor can cause ghosts under the terrain).

The first script (distance_win.lua) is placed on any entity, when the player gets within 60 units of the entity it ill jump to the level in the ifused field. The second script is also placed on any entity, and when you're within 100 units and looking directly at it you can click E to go to the level in the ifused field (you can change the distance and angle of looking by changing the numbers in the local variables at the tip of the script).

Make sure the entities with these scripts in are set to dynamic, and if you don't want them effected by physics (ie solid and unmovable) make them isimobile.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-04-25 05:35:17
Your offset time is: 2024-04-25 05:35:17