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Func rotates and machinegun.

Posted: Wed Sep 27, 2006 9:37 pm
by Hipshot
# Anyone noted that func_rotates jams sometimes? I don't know if it's because I use a very big one, or if it's just Q3 doing that. I don't touch it, it's just happens when I play around the map...

# Possible to disable the machinegun in vanilla Q3?

Posted: Thu Sep 28, 2006 12:34 am
by Kaz
You can subtract all of the ammo with a combination of ammo_bullets (value of -100 or something) + target_give linked to the info_player_deathmatch's. I think this is correct.

Posted: Thu Sep 28, 2006 3:29 am
by obsidian
Never noticed func_rotates jamming without some kind of collision issue. How fast is it spinning? Possible it may be some framerate/refresh illusion trickery?

But you'll still have a machine gun, just no ammo for it.

Posted: Thu Sep 28, 2006 12:13 pm
by Shallow
func_rotate entities tend to jam on corpses within their axial bounding box. The bigger the entity, the more space there is within that area that isn't part of the solid brushes and the more likely (and offensive) these jams are.

It's one of those dodgy, half-finished entities that you're better off not using.

Posted: Sat Sep 30, 2006 3:55 am
by Hipshot
I coulden't solve the rotating problem, I think shallow hit the spot where it failed. I skipped the entire idea with the rotating thingie.

@ Kaz, works perfect!

Posted: Sat Sep 30, 2006 5:41 am
by Kaz
;)

Posted: Tue Oct 03, 2006 4:49 pm
by poub_
Note that the above solution will most likely not work with cpma, but you can make a custom mode that removes the machinegun from gameplay. Just in case.. you know :)

Posted: Tue Oct 03, 2006 8:48 pm
by Hipshot
If the map even gets mentioned by the CPMA community, I'll release a CPMA version...