Twigstir wrote:
how did you do that?
I made a staticmesh in myLevel of a hollow cylinder with an inner diameter that matched the goal size and and outer diameter 32 units more. Height was a mere 1 unit - this may be where I need to do something.. thicken it maybe.
Next, place the trigger on the map and set it up as you normally would - except don't touch the collision properties. Instead, edit it's display properties and in the staticmesh item, add the mesh that will be the goalpost trigger. Also under display, set the "draw type" to "DT_StaticMesh" and your staticmesh will appear as a collision volume you can move into position.
When it doesn't play, I doubt it's a reset issue.. it very well may be that the trigger isn't thick enough and the ball bounces too quickly on the blocking volume immediately behind. Funny thing is that in replays it seems to trigger a lot more often. I sortof prefer that it doesn't fire every single time, but it still bothers me that I don't have it right.
fb.shev wrote:
I'm sorry i dont like it, i dont like the idea of two levels in an 'db' prefix map.
Nothing to be sorry about. It is an unusual map and for me, it doesn't cross the line into gimmick territory. The split level (we call it the table) breaks up the field and prevents keepers from being totally raped from below (well.. mostly..

).
All that free z-axis space gives players many angles of attack while the low gravity demands you think before you leap. I find it ideal for a good flat out 1on1 where you don't have to fall back and cover the goal every time you turn the ball over. The difficulty in hitting the smaller goal means you can get aggressive on D and take chances in the enemy half.