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Domes eat so many leaves and clipnodes, you'd likely be better off using a model in a square room... I think I have something around here though... Can't garuntee it'll be the right size, nor how scalable though.
Thothie said:Domes eat so many leaves and clipnodes, you'd likely be better off using a model in a square room... I think I have something around here though... Can't garuntee it'll be the right size, nor how scalable though.
Thothie said:However, I think all the monster spawns in it are point entities, thus had to be added seperately... I think I can edit it to use the new ms_monsterspawn point entities, but it'll take me a bit of time.
Thothie said:PM'd ya your map sources. Updated to be friendly with the newest FGD's.
Thothie said:env_shooters are very resource intensive and can be screwey. They act differently in multi-player than they do on listenservers, as all the ents are tracked serverside and tracked seperately by each client. I might be able to work up a more resource friendly script that'll do what ya want, depending on what exactly that is. I think what ya need to do to make the env_shooter work, however, is a multi-threaded multi_manager, and to shoot one at a time.