03-14-2011, 10:06 AM | #1 | ||
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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Dev. Journal: squeek. (2011-03-14)
There is a criminally underused entity in FF map making: the trigger_ff_clip. Although, its rarity is forgivable because it has never really been implemented correctly. Since FF's initial release, trigger_ff_clip could not block players and their hitscan bullets separately, which meant that players of one team could potentially stand behind it, invincible, while shooting enemies outside of it.
Well, hlstriker changed all that. He dove into the trace/collision code and got a few very notable things done: fixed the long-standing trigger_ff_clip inconsistency, and added teammate soft-clipping. Since then, I have added some more capabilities to trigger_ff_clip. It can now optionally block players, bullets, grenades, projectiles, buildables, buildable weapons, backpacks, flags (info_ff_scripts), and spawn turrets. Also, In doing so, I fixed a few bugs and made SGs/spawnturrets tracking a bit more consistent; they both will now correctly lock on to anything they can shoot at (playerclip brushes have always caused weird behavior). So, now to the real reason behind this dev journal: how to use the new trigger_ff_clip that'll be released with 2.42. A trigger_ff_clip entity is made by tying a world brush to an entity (Ctrl+T) and selecting trigger_ff_clip as the class. You then give it a name and Lua code handles the rest. The texture of the trigger_ff_clip can be anything that normally works on world brushes; it behaves like any other entity-tied brush (func_brush, for example). I have included a few standard clip brush definitions in base_teamplay.lua (almost every map uses base_teamplay). They should serve most general purposes. Name your trigger_ff_clip one of the following to use these standard clip brushes (case matters, so make sure your entity names are all lowercase): Quote:
ClipFlags Corresponds to a trigger_ff_clip flag Quote:
Code:
clip_example = trigger_ff_clip:new({ clipflags = { ClipFlags.kClipPlayersByTeam, ClipFlags.kClipTeamRed, ClipFlags.kClipTeamYellow, ClipFlags.kClipTeamGreen, ClipFlags.kClipAllNonPlayers} }) Hopefully these new trigger_ff_clips will both be helpful in protecting respawns and open up the possibility for weird and unique maps (invincible SG spots? constantly changing clip brushes? a ceiling detpack-only drop-point? spawnturret dodging skill maps?). Last edited by squeek.; 03-14-2011 at 10:13 AM. |
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03-14-2011, 11:45 AM | #2 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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very useful for warpath CP1 & 5 where I created an sg defence point which cannot see into the capture zone without this. So I'm looking forward to that
nice one squeek. Sounds like complicated work
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 03-14-2011 at 11:45 AM. |
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03-15-2011, 09:49 AM | #3 |
WhenNailGrenWillOut?
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Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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Very informative.
Nice work hlstriker and squeek.
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN |
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03-15-2011, 03:43 PM | #4 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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I might be a little dumb here but can we clip by class too squeek.. if not can we implement that flag too? I've got ideas as to how it could be useful
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 03-15-2011 at 04:04 PM. |
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