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Thread: Floating items

  1. #1
    MSgt. Shooter Person
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    Default Floating items

    I have a large static mesh S_LT_Buildings_SM_CenterDam in my map and on it i've placed a jump pad and some ammo but when i do a build all the jump pad and ammo are raised off it and have a fairly large gap between them and the dam! I have collision set to block all but i dont know why its doing this? I keep moving them back down onto the centerdam properly but they just float back up when i do a build. Can anyone help?

  2. #2
    MSgt. Shooter Person
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    It sounds like the items you are placing are aligning themselves to the collision primitive for that static mesh. Open that static mesh in the static mesh editor and select 'show collision'. You'll notice that the collision primitive is actually above the top surface. A workaround would be to set the static mesh's collision to block weapons and use blocking volumes for player collision.

  3. #3
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    Thanks. Looking at the SM the sides are raised higher than the flat part of it so i guess the collision is in line with the edges. I will do what you said and change the collision and add a blocking volume. Thanks for the reply

  4. #4
    Redeemer
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    They really need to add flag: "Cant touch this" for path building routine, sometimes it adjusts navigation point because of collision then complains about it.

  5. #5

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    THIS needs to be adressed! The jumpad static mesh aligns istelf on every rebuild to the middle of the collision volume and aligns the bottom of the collision volume with the collision/ layer beneath it. Therfore every rebuild will float your jumpad up to 1/2 the heighth of the jumppad's collision volume height. Lock Location does not prevent this. Anyone have a work around? (other than make a hole under the jumpads!)

  6. #6
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    Quote Originally Posted by [s§s]Bison_Boy View Post
    THIS needs to be adressed! The jumpad static mesh aligns istelf on every rebuild to the middle of the collision volume and aligns the bottom of the collision volume with the collision/ layer beneath it. Therfore every rebuild will float your jumpad up to 1/2 the heighth of the jumppad's collision volume height. Lock Location does not prevent this. Anyone have a work around? (other than make a hole under the jumpads!)
    Having this problem, too. Has anyone found a method of fixing this floating problem?

    I submitted my map with floating jumppads because I couldn't debug it in time. Fixing it up for a public release now and I need to sort this one out to make it all look proper.

    Thanks!

  7. #7
    MSgt. Shooter Person
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    I'm having the same problem with ammo. All I wish to do is place some ammo in shelves I made. But instead it floats up after I build paths.

    The ONLY workaround I can think of is to first build everything, then position all the ammo, jump pads, etc, rebuild ONLY the lighting, and publish the map. And I suppose a way to get the bots to the areas are to create additional path nodes. I've not tried this out yet, but who knows, maybe it'll work.

  8. #8
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    Quote Originally Posted by Idiot View Post
    I'm having the same problem with ammo. All I wish to do is place some ammo in shelves I made. But instead it floats up after I build paths.

    The ONLY workaround I can think of is to first build everything, then position all the ammo, jump pads, etc, rebuild ONLY the lighting, and publish the map. And I suppose a way to get the bots to the areas are to create additional path nodes. I've not tried this out yet, but who knows, maybe it'll work.
    This might be a bit of a hack, but couldn't you just place a static mesh with no collision below it to fill in the gap created? Might not be perfect, but could work in a pinch and would be far less discordant than a floating jump pad that makes no sense.

  9. #9
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    Quote Originally Posted by Tikithehut View Post
    This might be a bit of a hack, but couldn't you just place a static mesh with no collision below it to fill in the gap created? Might not be perfect, but could work in a pinch and would be far less discordant than a floating jump pad that makes no sense.
    I think the problem is more related to the navigation point having to lock on to something regardless of collision. But again, I've not tried any of this. This is just me crying out for attention


 

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