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Search: Posts Made By: edon1337
Forum: Code Snippets/Tutorials 08-20-2018, 10:54
Replies: 39
Views: 29,780
Posted By edon1337
Forum: Code Snippets/Tutorials 07-29-2018, 11:00
Replies: 39
Views: 29,780
Posted By edon1337
Re: ROG - A better random origin generator

Aren't the hills as steepy as the first picture?
Forum: Code Snippets/Tutorials 07-29-2018, 10:42
Replies: 39
Views: 29,780
Posted By edon1337
Re: ROG - A better random origin generator

Try using that on entities that you're creating and see if it slides down the hills
Forum: Code Snippets/Tutorials 07-29-2018, 10:37
Replies: 39
Views: 29,780
Posted By edon1337
Re: ROG - A better random origin generator

I've never seen any hills in any other map, I think de_mon is the only one
Forum: Code Snippets/Tutorials 07-29-2018, 10:31
Replies: 39
Views: 29,780
Posted By edon1337
Re: ROG - A better random origin generator

Then you got your answer how to do it without using pathfinding, these hills are all steepy. Though there's nothing in the forum about this..
Forum: Code Snippets/Tutorials 07-29-2018, 10:21
Replies: 39
Views: 29,780
Posted By edon1337
Re: ROG - A better random origin generator

Is there any method on making an entity slide down if the place is steepy?
Forum: Code Snippets/Tutorials 07-29-2018, 10:07
Replies: 39
Views: 29,780
Posted By edon1337
Re: ROG - A better random origin generator

We're already aware of the outside areas and the hill sides. I made a stock that can be used in maps where the outside area is underground (such as de_mon). As for the 'mountains' I still don't have...
Forum: Code Snippets/Tutorials 07-28-2018, 13:53
Replies: 39
Views: 29,780
Posted By edon1337
Re: ROG - A better random origin generator

Awesome job :up:
Also, I think you should mention that this value for(new i = 1; i <= 10000; i++) can be reduced if you're not looking to find 500+ valid origins. It will reduce run-time of the...
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