Moving 1/2 a unit.
Moderator: Moderators
Moving 1/2 a unit.
Is there away of moving models by 1/2 a unit, or some kind of aligning function. The reason I ask is that I placed an MG42 in my map, but couldn't get it to align perfectly on the bipod, it was 1/2 a unit out. And yes I had the grid size set to 1 (I just double checked before posting).
I've found that using units smaller than 2 in any serious quantity is dangerous. Try adjust the surrounding brushes etc. I would highlite all the brushes plus the bipod and MG and then press 'Ctrl+G' and that will snap everything to the grid of 2 units. That should make it easier to align, but alas, depending on angle of orientation and such, that might be difficult.
From mohradiant!
Commands: The following are the commands that can be used specifically to control a turret. Any commands used to control entities can also be used on the turrets. All of these commands can be used from both the editor (by setting it as a key value), or in a script (by issuing it as a command).
? setPlayerUsable <state>: Sets wether or not a player can use this turret. If the parameter is 0, then player?s will not be able to use it. Any other value will allow player?s to use the turret.
? setAimTarget: this sets an entity for the turret to aim at. It will physically point at its aim target. This will get over ridden when the turret has a user (AI or player)
? clearAimTarget: This clears the aim target set by the use of the setAimTarget command.
? startFiring: Makes the turret start firing. Will be overridden if it has a user.
? stopFiring: Stops the turret?s firing after haven being started by the startFiring command.
? TurnSpeed <speed>: Sets the turn speed of the turret in degrees per second. This applied to both the pitch and yaw speeds.
Defaults to 180.
? pitchCaps <maxup> <maxdown>: Sets the caps for the turret?s pitch. The first number is the maximum upwards pitch, and the second is the maximum downwards pitch. Note that upwards pitch is negative, and downwards pitch is positive. The upwards pitch defaults to ?45, and the downwards defaults to 45.
? yawCenter <yaw>: Sets the yaw to be considered the center of the turret?s allowed yaw arc. Defaults to the yaw that the turret spawns at.
? maxYawOffset <offset>: Sets the maximum amount that the turret can yaw away from its center yaw direction. Defaults to 180, which allws full 360 degree freedom.
? burstFireSettings <mintime> <maxtime> <mindelay> <maxdelay>: Sets the turret to firing in bursts. Does not apply when the turret has a user. Mintime is the minimum length of a firing burst, maxtime is the maximum time of a firing burst, mindelay is the minimum amount of delay between bursts, and maxdelay is the maximim delay between bursts. To turn off burst mode after having turned it on for a turret, call burstFireSettings with all parameters being 0. Turret?s default to having burst mode turned off.
? firetype <type> : type is a string for what to set the weapon's fire type to. The only two usefull options are "bullet" which makes it fire regular bullets, and "fakebullet", which makes it fire fake bullets that don't actually hurt anything.
? firedelay <time> : Sets the time between each shot in seconds.
? bulletdamage <amount> : Sets the amount of damage the bullet should do. Any amount above 40 makes it count as a rifle round, otherwise it's counted as a pistol round.
? tracerfrequency <count> : Sets the number of bullets between each tracer that's made. It's usually set to 5.
Commands: The following are the commands that can be used specifically to control a turret. Any commands used to control entities can also be used on the turrets. All of these commands can be used from both the editor (by setting it as a key value), or in a script (by issuing it as a command).
? setPlayerUsable <state>: Sets wether or not a player can use this turret. If the parameter is 0, then player?s will not be able to use it. Any other value will allow player?s to use the turret.
? setAimTarget: this sets an entity for the turret to aim at. It will physically point at its aim target. This will get over ridden when the turret has a user (AI or player)
? clearAimTarget: This clears the aim target set by the use of the setAimTarget command.
? startFiring: Makes the turret start firing. Will be overridden if it has a user.
? stopFiring: Stops the turret?s firing after haven being started by the startFiring command.
? TurnSpeed <speed>: Sets the turn speed of the turret in degrees per second. This applied to both the pitch and yaw speeds.
Defaults to 180.
? pitchCaps <maxup> <maxdown>: Sets the caps for the turret?s pitch. The first number is the maximum upwards pitch, and the second is the maximum downwards pitch. Note that upwards pitch is negative, and downwards pitch is positive. The upwards pitch defaults to ?45, and the downwards defaults to 45.
? yawCenter <yaw>: Sets the yaw to be considered the center of the turret?s allowed yaw arc. Defaults to the yaw that the turret spawns at.
? maxYawOffset <offset>: Sets the maximum amount that the turret can yaw away from its center yaw direction. Defaults to 180, which allws full 360 degree freedom.
? burstFireSettings <mintime> <maxtime> <mindelay> <maxdelay>: Sets the turret to firing in bursts. Does not apply when the turret has a user. Mintime is the minimum length of a firing burst, maxtime is the maximum time of a firing burst, mindelay is the minimum amount of delay between bursts, and maxdelay is the maximim delay between bursts. To turn off burst mode after having turned it on for a turret, call burstFireSettings with all parameters being 0. Turret?s default to having burst mode turned off.
? firetype <type> : type is a string for what to set the weapon's fire type to. The only two usefull options are "bullet" which makes it fire regular bullets, and "fakebullet", which makes it fire fake bullets that don't actually hurt anything.
? firedelay <time> : Sets the time between each shot in seconds.
? bulletdamage <amount> : Sets the amount of damage the bullet should do. Any amount above 40 makes it count as a rifle round, otherwise it's counted as a pistol round.
? tracerfrequency <count> : Sets the number of bullets between each tracer that's made. It's usually set to 5.
- General Death
- Moderator
- Posts: 1116
- Joined: Thu Nov 21, 2002 2:33 am
- Location: NC, USA
- Contact:


