Info_location
Paakun
Join Date: 2004-03-02 Member: 27078Members
<div class="IPBDescription">Need help with this entity</div> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->info_location (brush entity)
Purpose: trigger that gives player name for area inside the brush
Fields: Smart Edit Name Field Name Description
Location Name locationname Text to display to clients / for hive names.
Notes: Uses X and Y bounds instead of brush shape to determine boundaries. Z information is disregarded, so making the brush "short" can reduce the map's size without hurting the effect. Make info_locations 8 units tall to reduce compile time and .bsp file size. info_locations should NEVER overlap in XY.
This entity doesn't count towards the overall entity limit.
Use of the NULL texture on this entity can reduce the amount of light data in your map, especially if the brush is large.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As proof that I've read the FAQ, I have quoted the section here. They tell me to use X and Y bounds instead of the brush shape to determine the boundaries. May I ask how one does this. This is just a simple piece of misunderstanding. There is a good chance that I'm reading this wrong and no matter how many times I read it, I won't get it. Thanks in advance.
Purpose: trigger that gives player name for area inside the brush
Fields: Smart Edit Name Field Name Description
Location Name locationname Text to display to clients / for hive names.
Notes: Uses X and Y bounds instead of brush shape to determine boundaries. Z information is disregarded, so making the brush "short" can reduce the map's size without hurting the effect. Make info_locations 8 units tall to reduce compile time and .bsp file size. info_locations should NEVER overlap in XY.
This entity doesn't count towards the overall entity limit.
Use of the NULL texture on this entity can reduce the amount of light data in your map, especially if the brush is large.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As proof that I've read the FAQ, I have quoted the section here. They tell me to use X and Y bounds instead of the brush shape to determine the boundaries. May I ask how one does this. This is just a simple piece of misunderstanding. There is a good chance that I'm reading this wrong and no matter how many times I read it, I won't get it. Thanks in advance.
Comments
In hl mapping the floor plane is the x/y plane and the entity simply uses a bounding box to determine its size. the info location discards the height values(z) of its brush and it is given and the height is assumed to be infinite.
also: note the FAQ, questions about ns entites should be placed in the help and troubleshooting forum at the top of this one in the future.<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
in case my explaination is bad: this is an example of how the bounding box is done the red dotted line around the brush is the bounding box. and any object which enters it will be inside the info_location
Right?
Wouldn't that be in the "void" of the map and cause some nasty compiling errors?
I so never knew that brush_entities could exist out of the world. I always thought that all entities must be inside world brushes. Guess we learn new things every day.
Wow, this could make things a lot easier and cooler now.
Thanks everyone ^_^