<div class="IPBDescription">How do I get the nozzles not to sink?</div> I think the topic sums it up. My res nozzles are sinking below the platform which they should be situated on, and end up on the floor below. How do I fix this? They're not near the edge.
its like placing spawns (player or weapons) on entities for hl in general: it doesnt work/doesnt work well. hadnt tried it with natural selection but I guess its isnt possible. the problem is that the resnode seem to be in need of a "fixed" z-axis alignment, it "drops" to the ground, thats why the res nodes height abouve ground isnt important. an entity is not a solid brush so it wont be possible to fix the z-position with this kind of architecture. but one thing is weird: I remember ollji saying something about that hives can also be fixed at moving platforms (and do the same movements) so why this doesnt work with resnodes?
guess you placed the resnode on a solid texture like grates and created a (lets say) func_wall with solid rendermode. simply put a pipe under the resnode that hits the grate where the node is located (the pipe has to be a solid brush) so it wil look nice and most important: it will work <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Res nodes cannot be placed on entities without sinking through them. One solution is to place a piece of architecture beneath them to prop them up but they will be visible in spectator mode.
As someone suggested above, disguise it using some pipework or natural looking solid archtecture.
Comments
it doesnt matter how far up you put the res(at least not for me).
the problem is that the resnode seem to be in need of a "fixed" z-axis alignment, it "drops" to the ground, thats why the res nodes height abouve ground isnt important. an entity is not a solid brush so it wont be possible to fix the z-position with this kind of architecture.
but one thing is weird: I remember ollji saying something about that hives can also be fixed at moving platforms (and do the same movements) so why this doesnt work with resnodes?
guess you placed the resnode on a solid texture like grates and created a (lets say) func_wall with solid rendermode. simply put a pipe under the resnode that hits the grate where the node is located (the pipe has to be a solid brush) so it wil look nice and most important: it will work <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
As someone suggested above, disguise it using some pipework or natural looking solid archtecture.
It turns out that that was the problem! I accidentally turned my world brush into a button target!