spawn clip ????

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agentmad007
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spawn clip ????

Post by agentmad007 »

Hi all ,

I m asking if whe can spawn clip or something that can blok the player ? :?

Thanks
strafer
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Post by strafer »

Do you mean an invisible wall a player can't get by? If so, then no. But there are other ways you can keep players from getting to other spots, like having them kill themselves, or creating a minefield there. If you are doing this for a map you are creating then you need to ask someone else.

Hope this helps, if not just post again 8-) .
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tltrude
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spawn

Post by tltrude »

Yes, you can spawn a script_object brush and use setsize to define its dimentions. It will block everything.

local.clip = spawn script_object
local.clip.origin = ( 648.00 -524.00 0.00 ) // corrdinates
local.clip setsize ( -100 -8 0) ( 100 8 128 ) // (xyz)(xyz) from origin point
Tom Trude,

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agentmad007
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Post by agentmad007 »

Thx strafer , i knew this way, but i wanted players to stay alive :) hehe


Thx Tom , i ll give a try :D
strafer
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Re: spawn

Post by strafer »

tltrude wrote:Yes, you can spawn a script_object brush and use setsize to define its dimentions. It will block everything.

local.clip = spawn script_object
local.clip.origin = ( 648.00 -524.00 0.00 ) // corrdinates
local.clip setsize ( -100 -8 0) ( 100 8 128 ) // (xyz)(xyz) from origin point
So this just creates an invisible wall that no one can get by using scripting?
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Post by strafer »

I just found my original post of this question.

viewtopic.php?t=8326

I was told by you tltrude that it was impossible :lol: .
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tltrude
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texture

Post by tltrude »

That is NOT what I said. I said, "I don't think you can spawn player clip texture." As far as I know, you still can't spawn textures. An untextured script_object brush can be spawned, as I said above. It blocks weapons and players, so it is not like playerclip, which only blocks players.

Now that I think about it, you could spawn a trigger_multiple in front of the script_object brush. Give it a setthread to run a thread in the script which spawns the script_object brush. That way it would not be there to block weapons, but will still block players that are touching the trigger. When the player leaves the trigger, the script_object brush can be deleted. Care must be taken not to spawn the script_object brush on top of the player because he would be trapped and unable to move.

Another Idea! A script_object brush that is 18 units high will block a player. He can jump over it, but not walk or run through it. So, all of the weapons being fired over that height will get through. That could also be used to help prevent the player from being trapped, as I said above. You can also move these invisible script_object brushes. So, if you make it pop up out of the ground, when triggered, that would prevent trapping too.
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agentmad007
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Post by agentmad007 »

Nice idea :wink: ....another problem plz.....

whats wrong wirh this stupid script ........

Code: Select all


//Testjailspawn 
//architecture :[007]CptDarksniper
//script: [007]CptDarksniper

main:


setcvar "g_obj_alliedtext1" "Test"      
setcvar "g_obj_alliedtext2" "Jail"
setcvar "g_obj_alliedtext3" "Spawn"
setcvar "g_obj_axistext1" "With"
setcvar "g_obj_axistext2" "Script"
setcvar "g_obj_axistext3" "By [007]CptDarkSniper"

setcvar "g_scoreboardpic" "testjailspawn"



level waittill prespawn
                                            
level.script = maps/dm/testjailspawn.scr                   
thread jail_add



level waittill spawn


end

jail_add:

local.myjail = spawn script_model "targetname" "thejail"
local.myjail model "milkshape/myjail/myjail.tik" 
local.myjail.origin = ( -216.00 400.00 -76.00 )


end
//end==> tested with and without
even tired to spawn a flakk 88 instead to see if the mistake was my model

Code: Select all

local.myjail model "statweapons/flak88turret.tik" 
Thx
strafer
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Post by strafer »

You need to execute the thread after level waittill spawn. So it looks like this:

//Testjailspawn
//architecture :[007]CptDarksniper
//script: [007]CptDarksniper

main:


setcvar "g_obj_alliedtext1" "Test"
setcvar "g_obj_alliedtext2" "Jail"
setcvar "g_obj_alliedtext3" "Spawn"
setcvar "g_obj_axistext1" "With"
setcvar "g_obj_axistext2" "Script"
setcvar "g_obj_axistext3" "By [007]CptDarkSniper"

setcvar "g_scoreboardpic" "testjailspawn"

level waittill prespawn

level.script = maps/dm/testjailspawn.scr

level waittill spawn

thread jail_add

end

jail_add:

local.myjail = spawn script_model "targetname" "thejail"
local.myjail model "milkshape/myjail/myjail.tik"
local.myjail.origin = ( -216.00 400.00 -76.00 )


end
I'm not sure what the "myjail.tik" model is, but you may want to put in the angles and to make it solid.
agentmad007
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Post by agentmad007 »

i ve tried to move the thread in level waittill spawn before to post my pb , and i did not worked .......Jail.tik ===> is my model created in milkshape .

stii not work
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hogleg
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Post by hogleg »

To create an invisible wall to keep players from an area just use Playerclip. It's blue & white and in common textures.
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strafer
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Post by strafer »

If you're trying to create a model, try doing it outside of a thread like so:

Code: Select all


     level waittill spawn

     local.myjail = spawn script_model "targetname" "thejail"
     local.myjail model "models/milkshape/myjail/myjail.tik"
     local.myjail.origin = ( -216 400 -76 )

     end

agentmad007
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Post by agentmad007 »

:oops: same nothing work , the script look correct , i spawned once with success , but now i cant .............
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

to block a player from passing one thing, cant you just make a brush the size and postition of where u dont want them to go and give it the texture "common/playerclip" and if u want it to stop everything including bullets, rockets, nades, .ect, give it the texture "common/clipall". make them normal brushes in any shape or form that u want. This requires no scripting or anything and i have never had a problem in the maps that i have made previously. Is this what ur looking for?
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lizardkid
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Post by lizardkid »

yes, to make it even easier on myself i make these kind of brushes func_group's and targetname them and havea lsit at the end of my script of all of them. i just notsolid them when i'm ready.
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