Monkey bars???

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Yarik
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Monkey bars???

Post by Yarik »

How do you get them to work? I tried and tried i applied the rite angle to i but when i compile and try it it doesnt want to work any have any ideas?
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Angex
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Post by Angex »

I don't remember seeing that in MoH, what level are they on ?

Or are you using a horizontal func_ladder entity ?? (Which probably won't work.)
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Post by Bjarne BZR »

What is "Monkey bars"?
Is it someting like a "monkey wrench" or is it a bar where only the hairiest of primates are allowed in?
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Jack Ruby
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Post by Jack Ruby »

I used to swing on monkey bars in the playground when I was 8 yrs old, at least thats what we called them then,

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Post by Angex »

[Spec Ops] Jack Ruby wrote:I used to swing on monkey bars... at least thats what we called them then
Thats what I was thinking of too.
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Scorpios_mohaa_entdefs

Post by panTera »

looks like you're using Scorpios_mohaa_entdefs.pk3.

Scorpio included some features like a 'func_horizontalpipe' (A horizontal pipe that a player can hang onto and move along), a 'func_fallingrock' and a 'func_monkeybars' (A set of monkey bars that the player can hang onto and move along). There's some more info in his entdefs.pk3 (the .cpp files) on how to set them up in radiant. I haven't tried them out yet. But this is said about the bars in the 'missinginoriginalentdefs.cpp':

Values:
=======

"angle"( Float newAngle ) set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2
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Post by Ace of Spades »

LOL! That would be quite a funny site to see someone falling to their death trying to go accross a set of monkey bars! Let's see it Yarik! Build it and they will come!

Ace

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Jack Ruby
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Post by Jack Ruby »

Where can I get Scorpios Entdefs ?

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Post by mohaa_rox »

TMT.
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Post by TheStorm »

I you have the Spearhead SDK then there is no need to get it, you should have it in the editor. With the "old" editor you can get the modified entdefs.pk3 or just copy the text below, paste it into a new notepad doc and save it as "monkey.cpp" in the folder X:\xxxxxx\mohaa\main\code. Remember that this is only so it will show up as an option in the editor, monkeybars are allready in the game (check the classes).


/*QUAKED func_monkeybars (0.75 0.75 0.75) ?
Description:

A set of monkey bars that the player can hang onto and move along

Values:

"angle" ( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2

********************************************************/
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Post by bdbodger »

I took a quick look at that as well . I couldn't get them to work . Do you need to do any thing else but make something func monkeybars I mean do you need the ladder texture too or what height do they have to be . do you grab them from below or from the side .
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Post by TheStorm »

I've never used monkeybars myself! It's not 100% sure that it works because if you read in the documentation that came with mohradiant (the first one) it says

"Note: This file was generated with the in-game console command "dumpallclasses". Some of the listed commands may not work"

Monkeybars are in the class list but maybe that's one of the things that doesn't work!?!. I have only tested func_fulcrum and func_sinkobject and they work perfect. (added them to a test map a long time ago and got them in the old mohradiant using the method I mentioned before about making your own .cpp files, that was long before the new entdefs).
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Post by Yarik »

Well thanks for the help but I still have no clue on how to get them to work. IT was going ot be in a map with a bridge the blows up and there are a few wires so you can climb on. I gues i will have to make it so that it will be more like a ladder so people can just walk across the wire. :?
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