2 mapping questions

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da-neural
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2 mapping questions

Post by da-neural »

well, the first question is dose anyone know the measurments for metres in units for MOH:Radiant
and the other question for you guys is, i want to make a door that open vertically (upwards) how would i go about doing that, i have tryed to make the hinge of the door above it but no success, so i would really appreciate this if you can help me thanx 8-)
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tltrude
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Post by tltrude »

scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
Tom Trude,

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bdbodger
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Post by bdbodger »

If you want a door that rotates up and still swings lika a door try makeing a script object . step 1 create a brush for the door . step2 create a brush with the origin texture for the hindge . step 3 select both brushes and make them a script_object . Now for angles and rotation . When you make a script_object its angles are 0 0 0 until you change them the game dosen't know its a door so it doesn't know its orientation . It will rotate on 3 axis forward/back to the right side or 0 , which is the x axis , spin right/left , which is the y axis , and cartwheel left/right 90 180 , which is the z axis . Ok if you can follow that so far lets try an example . You are standing at the bottom of your map in the top view and you are looking at your door towards the top of the map . You want to have it open up toward you and up . The x axis will spin the door toward the right side of the map or 0 . No we don't want that . The y axis will spin the door in a circle . No we don't want that . The z axis will spin the door toward 90 or 180 . Yes we want that . The angles start at 0 0 0 like I said before , z rotation is counterclockwise so $mydoor rotatezup -90 will swing the door toward 180 and up to an angle of 90 .

make a trigger_multiple to operate the door or a trigger_use over a switch will work too call it lets say $mydoor_trigger
Key:setthread
Value:mydoor_thread

in your script

main:
...
level.door1=0
....
end

mydoor_thread:
if (level.door1==0)
{
$mydoor rotatezupto -90// negetive to spin clockwise
level.door1=1
}
else
{
$mydoor rotatezdownto 0
level.door1=0
}
end

Of course if you change it's angle you will have to figure out the axis , like if you do $mydoor Key:angle value:90 to spin it toward the top of the map first instead of faceing to the right or 0 then you whould use the x axis to spin it the same way as we did above . The positive x axis is forward and down rotation think of it this way forward is to the right or 0 if you change the angle you change which way forward is so you change which way the x axis is .
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