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PASSABLE flag not applicable to map entities? #319397
04/14/10 18:16
04/14/10 18:16
Joined: Dec 2008
Posts: 1,660
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Redeemer Offline OP
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Redeemer  Offline OP
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Hello,

I've been trying to write a script that makes an invisible, passable block appear and become solid once a variable (boss_dead) is set:

Code:
var boss_dead = 1; // the boss is dead

action obj_hidden
{
  my.passable = on;
  my.alpha = 0;
  my.transparent = on;

  while( my )
  {
    if( boss_dead ) // if boss has died
    {
      if( my.transparent == on )
      {
        my.passable = off;
        my.alpha += time_step*4;
        if( my.alpha >= 100 )
        {
          my.alpha = 100;
          my.transparent = off;
        }
      }
    }
    wait(1);
  }
}



But the passable flag seems to have no effect when I attach my action to a map entity. My player object still collides with the map entity, even though it has PASSABLE set on. Is there any way I can get around this? I tried giving the map entity a lower push value than the player and using "IGNORE_PUSH" when I move player, but it makes no difference.


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Re: PASSABLE flag not applicable to map entities? [Re: Redeemer] #319400
04/14/10 18:26
04/14/10 18:26
Joined: Sep 2009
Posts: 496
P
Progger Offline
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when u use c_move u should use ignore_passable in c_move
WFG Progger laugh


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Re: PASSABLE flag not applicable to map entities? [Re: Progger] #319667
04/16/10 15:37
04/16/10 15:37
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
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Redeemer  Offline OP
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I have that flag on too. It makes no difference.

Last edited by Redeemer; 04/16/10 15:38.

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Re: PASSABLE flag not applicable to map entities? [Re: Redeemer] #319669
04/16/10 15:52
04/16/10 15:52
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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var boss_dead = 1 ;

Is this a mistake in your post or in your code?


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Re: PASSABLE flag not applicable to map entities? [Re: Superku] #319704
04/16/10 22:58
04/16/10 22:58
Joined: Dec 2008
Posts: 1,660
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Redeemer Offline OP
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Redeemer  Offline OP
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That's a mistake in my post.


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Re: PASSABLE flag not applicable to map entities? [Re: Redeemer] #319710
04/16/10 23:23
04/16/10 23:23
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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action obj_hidden2
{
my.passable = on;
}

Can your player move through map entities with this action attached, too?


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Re: PASSABLE flag not applicable to map entities? [Re: Superku] #319795
04/17/10 20:35
04/17/10 20:35
Joined: Dec 2008
Posts: 1,660
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Redeemer Offline OP
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Redeemer  Offline OP
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North America
Nope. The passable flag doesn't seem to be having any effect on my map entities. I even tried using a negative push value for the map entity and IGNORE_PUSH in my player's c_move instruction, but to no avail.

I'm beginning to think that this is a problem with A6, because I don't think I'm making any mistakes in my code...


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Re: PASSABLE flag not applicable to map entities? [Re: Redeemer] #319803
04/17/10 22:18
04/17/10 22:18
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Then please post the movement code!


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Re: PASSABLE flag not applicable to map entities? [Re: Superku] #319885
04/18/10 16:12
04/18/10 16:12
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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First; Im sorry - cause Im not sure what the problem is -

However I did try to make a mario game with A7 a while back, and had the same problem;

I was Trying to have it set up so that there was an invisible, passable block, that came visible when you hit with your head, but you could still stand on it while it was inactive..

So I dont believe it to be a problem with A6.



I do have a solution -

what if the initial block was a model, so you can have it passable, and then when the boss is dead, it ent_creates the map_entity, and removes the model.


Good luck!
Devon.


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Re: PASSABLE flag not applicable to map entities? [Re: DLively] #319948
04/18/10 22:15
04/18/10 22:15
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline
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T

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Posts: 1,655
While setting the PASSABLE flag via C-Script (?in the first frame?) might not work, compiling the map entity with the PASSABLE flag set in WED might make the map entity passable.
WMB compiled settings might override script settings.

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