The Houdini bomb disposal trick [Railhouse] Mind over matter
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Author:  b33f3 [ Fri Oct 28, 2005 5:40 pm ]
Post subject:  The Houdini bomb disposal trick [Railhouse] Mind over matter


Author:  XenoKiLLer [ Fri Oct 28, 2005 9:29 pm ]
Post subject:  re

well, as long as you see the cursor hints, you can do just about anything.

Author:  b33f3 [ Fri Oct 28, 2005 10:39 pm ]
Post subject: 

Have deleted this, be it a design flaw it is also an exploit of sort's, as someone pointed out on the forum. I hadn't really given it much though as it was so obvious to see someone doing it.

Author:  XenoKiLLer [ Fri Oct 28, 2005 10:48 pm ]
Post subject:  re

its something that cant be changed in games at this time. sometimes, character and weapon models just stick out of so-called solid walls, which is not very realistic. that glitch is in every fps game, even UT2004 and its mods (though considered to be a top-of-the-line engine, it still has that glitch, and im expecting that UE3 will still have that same glitch) (fixing it would prevent fliud movement of players cause they cant exactly squeez and manouver through every obstacle like they would in real life)

Author:  b33f3 [ Fri Oct 28, 2005 11:54 pm ]
Post subject: 

I reckon if RACE was prepared to change the crate for a smaller object, maybe even a smaller crate then the trigger for the bomb site would not stick out from the side of the carriage.

Or maybe it is just the fact that the trigger brush is to close too the carriage surface? A genuine mistake maybe? I reckon you could cure that railhouse problem but at the expense of a lengthy recompile.

/me look's @ RACE ;)

Author:  XenoKiLLer [ Sat Oct 29, 2005 2:09 am ]
Post subject:  re

from the looks of the situation, this problem isnt just in one map, or one game, sometimes, game engines just dont realize that a "solid" object has just went through another "solid" object. The only things that a game engine does count as hitting the walls is a hitbox. Now, its just impractical to create hitboxes the same shape as a character and his weapon, and also expect it to follow every movement. So, there really is no work around for this problem. As for the mission, they should change the demolishtion objective to something more random, like a vehicle or a weapons cache, something likethat. and as for the explosive, they should change it to something like rpg7 or bdm launchers, or something that can destroy but doesnt have to be put down on the objective surface. Although that seems to make the mission easier, maybe we could add a twist to it, like, you have to check to objectives first (find it, check it, should take time), prep them (should also take time, like placing a bomb), them destroy them with the weapon or whatever kind that can destroy. (i would prefer thermite grenades) These are just suggestions, but these would give TCE demolishtion maps a better more realistic effect. (since blowing up crates that look the same seems unusual, then again, TCE is still in beta)

Author:  b33f3 [ Sat Oct 29, 2005 11:27 am ]
Post subject: 

What other official 48 map's does this same situation appear in?

Author:  XenoKiLLer [ Sat Oct 29, 2005 2:52 pm ]
Post subject:  re

well, its not exactly the same situation. but, in most maps, you could sometimes see guns sticking out of walls or even dead bodies. i havent really seen the bomb inside the crate glitch. but, these glitches where solid objects go through other solid objects seem to b in every fps to date.

Author:  b33f3 [ Sat Oct 29, 2005 3:18 pm ]
Post subject: 

The bomb doesn't go inside the crate.

If someone plant's a bomb to the right of the crate inside the carriage you are then able to disarm the bomb through the actual metal prefabricated lining of the carriage. From the floor.

Railhouse is quite unique in the way that this particular bombsite is setup, if the brush that designates the target was made smaller then the player would not make contact with the bomb.

Or the other solution would be to place a clip brush at the side that tapers off to the side entance and the end of the carriage, just enough to prevent contact, best speak to a mapper to clarify that. Either way it is easily cured but at the expense of recompiling the map.

Author:  XenoKiLLer [ Sat Oct 29, 2005 3:20 pm ]
Post subject:  re

thats the thing, your not suppose to be able to fit into that thing, but the game engine sometimes doesnt realize that people are going through walls and surfaces.

Author:  Shiro013 [ Wed Jun 07, 2006 9:28 am ]
Post subject: 

I wish I could walk through walls :( :(

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