Jump to content

Unshoulder body in tight space (possible? forcible?)


cvlw
 Share

Recommended Posts

Hello TDM crew.

Is it possible to unshoulder a body in a tight space?

For mapmaking, is it possible to prevent entry to an area if a body is shouldered?  Or maybe force an unshouldering when entering an area?

Much appreciated.

Clint

 

Link to comment
Share on other sites

14 hours ago, cvlw said:

 

  1. Is it possible to unshoulder a body in a tight space?
  2. For mapmaking, is it possible to prevent entry to an area if a body is shouldered?  Or maybe force an unshouldering when entering an area?
  1. Not, if the area is too tight. There has to be enough space for the body to fit.
  2. Yes.
  • Like 1

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I worked on unshouldering in tight spaces a while back. In the current implementation, the unshouldering-algorithm will try to spawn the body in a small set of predefined angles. If the body does not intersect with other geometry, it will be spawned.

Link to comment
Share on other sites

Thanks for the explanations.  I didn't understand that "unshouldering" was essentially spawning a body object. 

I have a vent where the player could potentially bring a body and then basically get stuck in there.

I have basically decided to try and prevent a body (shouldered or dragged) from being brought into a tight space.  I will try and weave a good reasoning into the flow of play.

- trigger which calls script.

- script checks if body is shouldered or dragged.  If so, then teleport in a func_static entity with nodraw_solid texture in the opening of the tight space which stops both player and dragged body.  Flash a message saying the body can't be brought in.  Plays a rustling sound   If not shouldered or dragged, then teleport the func_static out and let the player pass.

Seems to overcome the problem.

Thanks again.

Clint

 

Link to comment
Share on other sites

35 minutes ago, cvlw said:

Thanks for the explanations.  I didn't understand that "unshouldering" was essentially spawning a body object. 

I have a vent where the player could potentially bring a body and then basically get stuck in there.

I have basically decided to try and prevent a body (shouldered or dragged) from being brought into a tight space.  I will try and weave a good reasoning into the flow of play.

- trigger which calls script.

- script checks if body is shouldered or dragged.  If so, then teleport in a func_static entity with nodraw_solid texture in the opening of the tight space which stops both player and dragged body.  Flash a message saying the body can't be brought in.  Plays a rustling sound   If not shouldered or dragged, then teleport the func_static out and let the player pass.

Seems to overcome the problem.

Thanks again.

Clint

 

Instead of the teleport thing you could try func_aas_obstacle, that's basically what it's designed for: https://wiki.thedarkmod.com/index.php?title=Pathfinding#Dynamic_blocking.2Fclipping_with_func_aas_obstacle

  • Like 1
Link to comment
Share on other sites

On 8/9/2022 at 8:46 PM, cvlw said:

Thanks for the explanations.  I didn't understand that "unshouldering" was essentially spawning a body object. 

I have a vent where the player could potentially bring a body and then basically get stuck in there.

I have basically decided to try and prevent a body (shouldered or dragged) from being brought into a tight space.  I will try and weave a good reasoning into the flow of play.

- trigger which calls script.

- script checks if body is shouldered or dragged.  If so, then teleport in a func_static entity with nodraw_solid texture in the opening of the tight space which stops both player and dragged body.  Flash a message saying the body can't be brought in.  Plays a rustling sound   If not shouldered or dragged, then teleport the func_static out and let the player pass.

Seems to overcome the problem.

Thanks again.

Clint

I think a much simpler and more elegant solution would be to require the player to climb up to the vent, considering the player cannot jump or mantle while shouldering. Sidenote, it is still being discussed whether low obstacles should become mantlable while shouldering, so make sure to make the vent entry high enough.

Link to comment
Share on other sites

10 hours ago, STiFU said:

I think a much simpler and more elegant solution would be to require the player to climb up to the vent, considering the player cannot jump or mantle while shouldering. Sidenote, it is still being discussed whether low obstacles should become mantlable while shouldering, so make sure to make the vent entry high enough.

I could/may do that.  The way things are lining up at the moment, positioning the vent higher forces rework of the stuff above it to make room. I painted myself into a corner with this situation.

Thanks again.

Clint

Link to comment
Share on other sites

You don't need to prevent the player from entering the vent with a shouldered body. Just provide a "safe room" perfect for storing bodies right before the vent. Players normally unshoulder bodies as soon as they feel safe enough to do so. They really don't like to creep around unable to maneuver properly.

Link to comment
Share on other sites

  • 3 weeks later...

Yeah, I am rethinking the area with this vent or if I want a vent at all.  My layout in this area is way too tight to try and do a higher vent on the wall.  I may reposition it to the ceiling which solves the shouldered/dragged body issue.

Map growing pains, I guess.

Thanks again all.

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recent Status Updates

    • freyk

      Tried to make a tdm advertisement commentpost at one of civvie11 youtube videos about T2. Post got marked as spam. His problem (to not discover TDM for himself),..not my problem.
      But some help of some fellow TDM yt-videocomment posters would be nice. To ask him and others, to play TDM. To get more players/creators. 
      · 0 replies
    • datiswous

      Currently Profile Information has 3 fields, these are shown in forum posts under your avatar:
      1. Gender
      2. Location
      3. Interests
      I think that it could be useful to have an extra field called "Operating system" (under location). It can be useful for tech support and to see what people use.
      Alternatively it could be a more general term, like PC system, so that you can for example state that you use an AMD gpu.
      · 2 replies
    • OrbWeaver

      Greetings fellow kids.
      · 11 replies
    • Crafty_Creeper

      Keep on Creeping on...
       
      · 3 replies
    • datiswous

      Just found out piped.kavin.rocks has a build-in audio-only for video's (great for music video's). Never thought something like this (including browser extensions) excisted. This would have saved me a lot of money on vacation, where I was camping without wifi.
      · 4 replies
×
×
  • Create New...