New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
make toggleable walls bot obstacles #1229
Conversation
|
just a style thing: this mixes tabs and spaces in the files it touches. |
doesn't work on walls that are spawned on map start
|
I'm not sure to understand what it is about, do you have a simple in-game example? Edit: is it for walls like in CTCS or Uncreation (though the Uncreation ones do not open because of something else)? |
|
func_spawn is an object/brush/mapentity that can be toggled. to appear or disappear by a trigger. With this changes the navmesh is updated when such objects appear or disappear. |
|
Anything making bots better is welcome! =) LGTM but I'm not a wizard on such topic. |
|
LGTM; I too have no idea how this part of the code works. How did you run into this issue when there are no maps that use it? |
|
I'm trying mapping and look what interesting things are possible. |
|
That makes me think… We could have force fields in games! Kinda like
those in the Darth Maul duel in Star Wars 1 or the cargo bay access to
space in the USS Tremor alien base.
Le dim 18 oct. 2020 à 20:10, Gireen <notifications@github.com> a
écrit :
… Merged #1229 into master.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub, or unsubscribe.
|
doesn't work on walls that are spawned on map start
relevant for #1220