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Old 03-22-1999, 09:31 PM   #1
Tiberius
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Default Paradox and the walls and ceiling as floors.

Okay so far all I've been doing is running through some concepts and building small on or two room maps implementing these ideas.

Really just practicing how to make things.

Now I'm wondering about the map Paradox and how he was able to make it so that ppl were on the walls or ceilings?

I had the thought that maybe it was through the teleporter that could cause this to happen (ie. place one on the floor then the destination on the wall) and when you teleported to the wall one the wall was now your floor?

Did I confuse anyone?

I've come up with a map idea something simular to the glass house but have figured out a way to deafeat the open areas through using paradox's headache level.

I don't think that it would be smart ot give out the idea on here or more details but, I would like to learn the wall/floor/ceiling thing.

thx
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Old 03-23-1999, 01:42 AM   #2
eutectic
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Default Re: Paradox and the walls and ceiling as floors.

Hey, good question!

This is actually a lot easier than I thought. I just looked at the Paradox .bsp and found that the secret is, as you correctly assumed, in the teleporters along with the gravityaxis key.

What you do is set up a misc_teleporter, let's say on the floor of your map and place the misc_teleporter_destination close to one of the walls (make a large room for this).

Make the misc_teleporter target the misc_teleporter_destination and add the gravityaxis key and proper value to the misc_teleporter. When the player is teleported, his gravity axis will be set to the value of the misc_teleporter. Here are the 6 possible values of gravityaxis:

0 :down is towards the negative side of the Z axis (normal gravity and default).
1 :down is towards the negative side of the X axis.
2 :down is towards the negative side of the Y axis.
3 :down is towards the positive side of the Z axis (inverse normal gravity).
4 :down is towards the positive side of the X axis.
5 :down is towards the positive side of the Y axis.


So values 3 - 5 are the oppposite of 0 - 1.

Also set the proper gravityaxis key for all the items (weapons, ammo, health, etc.) you want to rest on walls and ceilings.

Not too bad eh?

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Old 03-23-1999, 02:18 AM   #3
Tiberius
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Default Re: Paradox and the walls and ceiling as floors.

Thanks eutectic.

Now the head ache begins.

I'm not making that large of a map as this is the one I'm going to put out for everyone to check out. Just a test for me to see if I can do it and to see what others might think. of it.

As well this is going to be the first map I've ever finished. If I can nail this then I think I'll have it easier in the future.
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Old 03-23-1999, 02:24 AM   #4
Tiberius
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Default Re: Paradox and the walls and ceiling as floors.

Whoops forgot to ask one thing on your reply.

Where do I find the gravityaxis key setting?

I'm either blind or it isn't there.
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Old 03-23-1999, 04:35 PM   #5
elmagoo
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Default Re: Paradox and the walls and ceiling as floors.

It's a key value that you have to enter in the entity dialog. There might not be any SinED help on it, but you can add this to any entity so it will orient its self properly.

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