
Elote
Joined: Aug 13, 2017
oify
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Posted: Aug 13, 2017 04:04 AM
Msg. 1 of 8
I'm trying to move a player to a different bsp in a campaign map with scripts
(script startup bspswitch (sleep_until (volume_test_objects bspmover (players))15) (switch_bsp 1) (object_teleport (unit (list_get (players) 0)) player1_lift_base) )
The bsp switches correctly but it shows a camera (kind of like when you die in campaign) that rotates slowly (like the player is dead) and nothing else happens.
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DeadHamster
Joined: Jun 8, 2014
https://discord.gg/Neu4EJM
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Posted: Aug 13, 2017 11:23 AM
Msg. 2 of 8
The two BSP models should overlap, so that wherever your trigger volume goes exists on both BSP sections. Otherwise when you swap the BSP, your character is outside of it and may be getting deleted because of that.
You may be able to circumvent this if you teleport the player first, but I can't be sure.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Aug 13, 2017 12:44 PM
Msg. 3 of 8
Teleport the player first
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Elote
Joined: Aug 13, 2017
oify
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Posted: Aug 13, 2017 08:36 PM
Msg. 4 of 8
Quote: --- Original message by: MatthewDratt Teleport the player first It does the same camera thing but now it doesn't switch Bsps
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Aug 13, 2017 09:49 PM
Msg. 5 of 8
What biped are you using?
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Elote
Joined: Aug 13, 2017
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Posted: Aug 13, 2017 10:43 PM
Msg. 6 of 8
Quote: --- Original message by: MatthewDratt What biped are you using? Default h1 cyborg Edited by Elote on Aug 13, 2017 at 10:52 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Aug 15, 2017 01:42 PM
Msg. 7 of 8
Try teleporting to a different place. I had an issue once where the bounding radius of an object forced the player to fall through the ground and I just so happened to teleport them next to it. If I moved away it was fine
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Elote
Joined: Aug 13, 2017
oify
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Posted: Aug 15, 2017 07:19 PM
Msg. 8 of 8
I fixed this by splitting the scripts into two different trigger volumes, putting the bsp switch slightly ahead of the teleport trigger
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