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PMOH Cleetis
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Posts: 2 Joined: Mon Sep 22, 2003 12:58 pm
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by PMOH Cleetis » Mon Sep 22, 2003 1:11 pm
OK so I put this in Stadt to kind of curb the spawn rushing problem we've been having. But the sandbags don't stop the grenade blast. In other words, even if the grenade is thrown in front of the sandbag and you are on the other side, the blast radius still kills you. Does anyone know of a way to get the sandbag to stop the grenade blast?
The code I have as of now:
local.sandbag = spawn script_model
local.sandbag model "static/sandbag_longsegment.tik"
local.sandbag.origin = ( -1851.00 3295.00 .12 )
local.sandbag.angles = ( 0 90 0 )
local.sandbag.scale = 1.
local.sandbag solid
local.sandbag nodamage
local.sandbag immune bash
local.sandbag immune explosion
local.sandbag immune mg
local.sandbag immune rifle
local.sandbag immune smg
local.sandbag immune pistol
Thanks for taking the time to read this and any and all help you can offer.
Major Pain
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Posts: 346 Joined: Fri Mar 07, 2003 3:22 pm
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by Major Pain » Mon Sep 22, 2003 1:19 pm
Even if you make a clip around the sandbags?
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PMOH Cleetis
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by PMOH Cleetis » Mon Sep 22, 2003 1:58 pm
I'm afraid I'm not sure what your asking me there.
Sgt.Pepper
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Location: Canada
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by Sgt.Pepper » Mon Sep 22, 2003 2:12 pm
Yeah, I'm working with Cleetis on this one. I tried a clip brush around the sandbag yesterday, but that didn't do it, the blast still went through.
I just did
local.clipbrush = spawn sript_model
local.clipbrush.origin (blah etc.)
Is there a way to specify a brush type? I'm under the impression that a clip all brush might stop the blast.
Major Pain
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by Major Pain » Mon Sep 22, 2003 2:27 pm
which clip did use use? The yellow one (normal clip) or the blue one (playerclip)
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Sgt.Pepper
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by Sgt.Pepper » Mon Sep 22, 2003 6:06 pm
I'm not sure to be honest with you, it was done entirely through scripting. The brush was just as I mentioned above, local.clipbrush, then the properties were defined.
Is there a way to specify the type of bush one could spawn? I mean doing it entirely through scripting?
The Jackal
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by The Jackal » Wed Sep 24, 2003 5:19 pm
WOW I did not know you can spawn brushes thru scripting.
Pepper, I see you spawned a script model. But then you start to define its location without specifying a model. Is this correct?
jv_map
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by jv_map » Wed Sep 24, 2003 6:39 pm
It might be worth a try trying to set a brush texture by the shader or surface commands, though I don't think either will work
Perhaps try:
local.trigger shader "common/clipall"
local.trigger surface all shader "common/clipall"
Just some wild guesses
Sgt.Pepper
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Posts: 69 Joined: Tue Feb 25, 2003 5:41 pm
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by Sgt.Pepper » Thu Sep 25, 2003 10:41 am
IRT Jackel,
I never thought to try it as not a script model. That could be worth a shot.
IRT Jv,
That sounds interesting. I've always wondered if it was possible to define a specific texture and spawn it. That will be interesting to mess with.