Re: CTF-Blice (Release)
Posted: Sun Sep 06, 2020 7:58 pm
I thought there was a setting in zones "destructive" it gets rid of everything, guns, guts, everything. Try making that false ?
I just looked and destructive is false by default. Turn it to true I assume the flag should get destroyed in that zone.
EDIT
I just replaced that cloudzone with a regular one, changed destructive to True, and the flag goes back to the base.
EDIT again
I happen to be using a cloudzone on this funky test map I am working on, by changing it to True don't seem to mess up the effect of the cloudzone either, the rockets fade like they did before.
ADD
It will rebuild in old editor but the game has lots of black flickering lights and you can't move, had to alt cntrl del.
Those movers for floors and things should not be touching the side walls, I always use one unit or an odd number for 1/2 unit space on each edge. Unless the mover is not translucent or masked.
Also it seems like you sink down a little bit on the movers, I am doing the same thing right now with another map.
So I am wondering if we make those but use a thicker wall thickness would fix that, I got to try and see what happens.
I just looked and destructive is false by default. Turn it to true I assume the flag should get destroyed in that zone.
EDIT
I just replaced that cloudzone with a regular one, changed destructive to True, and the flag goes back to the base.
EDIT again
I happen to be using a cloudzone on this funky test map I am working on, by changing it to True don't seem to mess up the effect of the cloudzone either, the rockets fade like they did before.
ADD
It will rebuild in old editor but the game has lots of black flickering lights and you can't move, had to alt cntrl del.
Those movers for floors and things should not be touching the side walls, I always use one unit or an odd number for 1/2 unit space on each edge. Unless the mover is not translucent or masked.
Also it seems like you sink down a little bit on the movers, I am doing the same thing right now with another map.
So I am wondering if we make those but use a thicker wall thickness would fix that, I got to try and see what happens.