intruder on 21/7/2011 at 08:58
You can't have nested rooms. In this case you have to rearrange your rooms in that area, i.e. you should split the large room into several smaller ones.
Ricebug on 22/7/2011 at 00:12
Just curious, but couldn't you nest a room just to act as a trigger?
LarryG on 22/7/2011 at 00:15
A room's center cannot be inside another room. Its a DromEd rule.
scarykitties on 22/7/2011 at 00:32
I've yet to decide whether to use the tedium of a room brush isolated within a room, or whether to risk a boundstrigger.
I know that there were some complaints against a bounds: not triggering or triggering by AI. Now I have never experienced a BT not triggering unless I was dead in game. As for the AI, just switch the script to TrigOBBPlayer instead of TrigOBB.
Haplo on 22/7/2011 at 00:45
I know a BT will not trigger if you start from inside of it.
Personally I have not had any problems with BoundsTriggers. Make sure you always adjust their Physics->Dimensions property.
R Soul on 22/7/2011 at 01:12
Crouch and walk slowly while also creeping, and you will defeat the BoundsTrigger. An unlikely combination, especially if you go easy on the tile floors.
SlyFoxx on 22/7/2011 at 12:47
I used a concrete room brush inside a regular room brush many times with no issue for the purpose of a drop item here objective.
I thought the rule was that the centers of two rooms could not intersect?
LarryG on 22/7/2011 at 16:18
This is from an old tutorial I have:
Quote:
How do I know if my room database is valid?
There are a couple simple validity checking tools available when compiling your room database. You can activate these by setting the “check_rooms” config variable.
The first thing it will check for and highlight is rooms whose centers are within other room brushes. This causes problems with determining which way the room portals are “facing”, which can in turn cause problems with objects incrementally tracking which room they are in.
It also explains why you need to have two room brushes for doorways:
Quote:
How do I get sound blocking to work?
Sound blocking is done at portal boundaries. If you want to block sound with a door, it needs to be placed on a room portal (the area where rooms intersect), within a tolerance – it doesn’t have to be exact. If a room portal doesn’t exist where you want to block sound, you will need to create one, by splitting an existing room brush.
You can check if your door understands which rooms it blocks sound between by looking at the door property: it has two fields, Room ID #1 and #2, which indicate which room are on either side of the door. A value of -1 means that it can’t find a room there.
This means that if you have a single room brush in a doorway that contains a sound-blocking door, it will need to be split into the portion of the doorway in front of the door and the portion behind.
sNeaksieGarrett on 19/2/2014 at 00:01
Sorry to resurrect, but it's directly related to my situation and didn't want to create a new thread for it.
So, since I have a large air brush with one giant room brush, and BTs are considered a no-no, how should I proceed then? Should I just make multiple room brushes and "connect" them together in the large air brush? I was weary about adding a room brush inside of another room brush. I see Larry pointed out why this should not happen.
Xorak on 19/2/2014 at 00:17
Yep, break that large roombrush into smaller components. It's all the same to Dromed if you use ten roombrushes to cover a single airbrush, rather than one giant roombrush. Never put one roombrush directly inside another though (or more technically, their centers). If the centers do interesect, the monolog will pop out error messages warning you, so it's pretty easy to fix.