Invisible Lag Blocker? help lol [message #343110] |
Sun, 27 July 2008 15:14 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
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General (1 Star) |
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Okay, I don't know what to call it so I'll just explain it.
I'm trying to figure out how to make some sort of invisible blocker and everytime you walk towards it, you get pushed back as if you were lagging. Everytime you would approach a specific spot, it won't let you go through it and it pushes you back.
I hope that's a good explanation lol.
Creator of NetGuard, an IRC network regulator.
Developer of the CloudyServ 0.982-X project.
Developer of the CloudyServ Ren-X bot.
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Re: Invisible Lag Blocker? help lol [message #343190 is a reply to message #343110] |
Sun, 27 July 2008 23:32 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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I remember whilst I was figuring out how to get an AGT working using the map hourglass I placed the exterior model for the AGT on the map.
I did this by placing an existing preset there (I forget which preset I used, probably the gun ship or something), and then setting the model to whatever it's called (but you can do this in level edit too).
When I loaded the modified .mix file and joined the server, the AGT was nowhere to be seen, but when I walked past the area where it should of been I was blocked. I tried running into it, and I managed to get some part of the way past it, but I then warped back.
You could try and do something like that I guess.
If I was trying to do what you want, I would most likely create a zone on the map and attach a script to the zone.
If you write a script for the zone that on the ::Entered event gets the Vector3 position of the players Gameobject * then you could set there position just a little bit back on whatever axis is appropriate based on there current position.
Possibly giving them a message saying that the area they are trying to access is not allowed.
This would remove all the warping and look a bit nicer in my opinion.
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