stairs

Avatar
toaster
28 Posts
Posted Mar 23, 2012
Hello,

I'm having some trouble with my stairs. I use prop_dynamics with the rampa_stair01-4_up animation. Nr 1-3 work well, but the fourth one, placed at exactly the same height as the other props, ends up a little to high so you can't walk onto it, and you have to jump. Why is that?

Toaster

Advertisement
Registered users don’t see ads! Register now!
Avatar
Lpfreaky90
2,842 Posts
Posted Mar 23, 2012
Replied 3 hours later
I don't know; I've had exactly the same thing.
What I did was just add a clip brush so people can just walk up there and enable/disable it at the same moment as the stairs =)
Avatar
spongylover123
944 Posts
Posted Mar 23, 2012
Replied 1 hour later
What I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.
Avatar
ChickenMobile
2,460 Posts
Posted Mar 23, 2012
Replied 16 minutes later

spongylover123 wrote:
What I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.

That's exactly what Valve did.

Avatar
Kaleido
272 Posts
Posted Mar 23, 2012
Replied 32 minutes later

chickenmobile wrote:
spongylover123 wrote:

What I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.

That's exactly what Valve did.

...

...why didn't they just fix the animations to line up better? O_o

What a mess. Anyway, I have the same problem in my map, so thanks for the fix :smile:

Avatar
spongylover123
944 Posts
Posted Mar 23, 2012
Replied 6 minutes later

chickenmobile wrote:
That's exactly what Valve did.

I learn from the best.

Avatar
BenVlodgi
633 Posts
Posted Mar 24, 2012
Replied 3 hours later

chickenmobile wrote:
spongylover123 wrote:

What I would do is use a playerclip/ invisible brush. clip it so it is smooth enough to be a ramp.
Tie it to a func_movelinear.
Use with these parameters.
movedistance 128
speed 200
rendermode 10
make it open in the logic_relay with the stairs animation.

That's exactly what Valve did.

and that's the way it autta be done

Avatar
toaster
28 Posts
Posted Mar 24, 2012
Replied 4 hours later
Thank you for your help. It's working fine now.

toaster

Avatar
HammerHead
42 Posts
Posted Mar 25, 2012
Replied 20 hours later
If you just use a clip that enables and disables make sure the player can't get stuck in the brush by walking into it before it is enabled.
Advertisement
Registered users don’t see ads! Register now!
Avatar
ChickenMobile
2,460 Posts
Posted Mar 25, 2012
Replied 17 minutes later

HammerHead wrote:
If you just use a clip that enables and disables make sure the player can't get stuck in the brush by walking into it before it is enabled.

Thats why it should always be enabled but it comes up from the ground.