Search found 99 matches

by solar
Sat Jul 12, 2003 1:44 pm
Forum: Mapping
Topic: bulletproof glass
Replies: 8
Views: 161

bulletproof glass

Allright, I have to start a new thread on this because it's driving me batty. I want to make bulletproof glass, and I can't seem to. I've tried everything. I'm using a window texture and blowing it up so the frames aren't visible. Here's a list of a few things I've tried:

1. Glass clip on each side ...
by solar
Wed Jul 02, 2003 10:41 pm
Forum: Mapping
Topic: glass clip
Replies: 5
Views: 179

weaponclip doesn't stay checked. Do I have to make the texture an entity? Is there another way to do this?
by solar
Sat Jun 28, 2003 2:41 pm
Forum: Mapping
Topic: glass clip
Replies: 5
Views: 179

the weapon clip did not stop it. Any other ideas???
by solar
Thu May 29, 2003 1:29 am
Forum: Mapping
Topic: problem with objeective
Replies: 10
Views: 274

2 words Tom: YOU ROCK :!: :!: :!:
by solar
Wed May 28, 2003 10:21 pm
Forum: Mapping
Topic: problem with objeective
Replies: 10
Views: 274

yep Tom, you're on the right track. There's something wrong with my script. Here it is:

script:

main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "[ ]Blow up the fuel farm"
setcvar "g_obj_alliedtext2" "[ ]Steal the plans"
setcvar "g_obj_alliedtext3" "[ ]Blow up the test stand"
setcvar ...
by solar
Wed May 28, 2003 12:09 pm
Forum: Mapping
Topic: problem with objeective
Replies: 10
Views: 274

Still no luck! The script model for the dust fx was correct, but I even got rid of it and the global elements still do not work. I checked for any wierd script models in entity info, but all of them check out fine. I'm wondering if it's one of two things and maybe someone could confirm this before I ...
by solar
Tue May 27, 2003 2:05 pm
Forum: Mapping
Topic: problem with objeective
Replies: 10
Views: 274

I have the dustfromceiling fx as a script model and I sort of guessed at the path for that, so now that I'm thinking about it, that's probably the problem. Are there certain fx that simply don't work and how do I find the correct path for fx items so I can make script models out of them?
by solar
Tue May 27, 2003 1:13 pm
Forum: Mapping
Topic: problem with objeective
Replies: 10
Views: 274

Well, thought I had this fixed but guess not. I had an error in one of the k/v pairs, fixed it, but still get the same problem. I've also realized that my ambient script doesn't play either- so it's like none of my global scripts are working, though my custom threads do work. However, I really doubt ...
by solar
Mon May 26, 2003 4:11 pm
Forum: Mapping
Topic: problem with objeective
Replies: 10
Views: 274

JUST FORGET IT! :oops: :oops:
by solar
Mon May 26, 2003 1:40 pm
Forum: Mapping
Topic: problem with objeective
Replies: 10
Views: 274

problem with objeective

I've tried to add something to one of my objectives, but now none of my objectives work. My script works, but the obj's don't, which leads me to believe it's in mapping. What I've done is try to create a cave-in in a tunnel underneath my bomb objective. I've made it all part of the exploder set and ...
by solar
Mon May 26, 2003 4:16 am
Forum: Mapping
Topic: glass clip
Replies: 5
Views: 179

glass clip

what do I do to make a glass clip solid and not able to be shot through? My nades bounce off but bullets do not.
by solar
Sat May 24, 2003 6:50 pm
Forum: Scripting
Topic: unlock door from somewhere else
Replies: 21
Views: 447

Well, here's what I have so far:

1. func_rotating door with
"targetname - locked_door"

2. alarm switch model with
"targetname - plansdoor_switch" and
"testanim - idle"

3. door trigger_use covering the alarm switch with
"targetname - door_switch_trigger" and
"setthread- door_switch"

So far ...
by solar
Sat May 24, 2003 3:23 pm
Forum: Scripting
Topic: unlock door from somewhere else
Replies: 21
Views: 447

Actually, I have in place the alarm switch with the lever that goes up and down. I was going to try "switch anim turn". Will that not work?
by solar
Sat May 24, 2003 2:16 pm
Forum: Scripting
Topic: unlock door from somewhere else
Replies: 21
Views: 447

So let me get this straight before I waste time with a compile, jv. In your example, the door is a func_rotating door, not a script object- correct?
by solar
Sat May 24, 2003 2:13 am
Forum: Scripting
Topic: unlock door from somewhere else
Replies: 21
Views: 447

well nuggets, got it to work somewhat. The door rotates across its center axis and there's no way to bypass it, so I don't see how you can make "rotateYup" work. It also won't stay open if you stand next to it and there is no sound. The playsound won't work because of ubersound, I think.

Basically ...