I tried clipping a hollow box around them. One worked and couldn't be
picked up but the other phys'ed itself out of it. I think the game
spawns them at a height so they drop to the ground clear of obstacles or
something. The invisible boxes were really awkward being just big enough
to cover them though without being made even bigger, especially since
players are used to gascans being nonsolid.
On 01/06/2013 22:34, King Mango wrote:
Instead of the cans occupying space within a single volume try surrounding
them like a couch cushion fort?
On Sat, Jun 1, 2013 at 9:56 AM, Mark Edwards
<[email protected]>wrote:
So I released a L4D2 campaign a while ago, which had a scavenge finale.
You go through a building to the roof, start the finale, then go back
through the building to get the gascans. Some people though realised you
could pick them up on the way, then just pour them in and finish the map a
lot more easily. Obviously you could just not cheat but I still want to fix
this. I've tried a couple of things to stop the gascans being usable before
the finale starts, including spawning them through a template (in which
case they just don't spawn at all) and sealing them in nodraw func_brush
boxes, but they just phys-push themselves out the boxes. Anyone have any
ideas for how else to do this? The only other option is to have the finale
start when you enter the building or move the generator outside, both of
which don't really suit the set up I have now.
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