I had a map made by someone else and wanted to see the spawnpoints so what I did was make myself this small script . I call it my showbox.scr . What it does is you put this in your script
exec global/showbox.scr::show origin width length height color
Those numbers are made up but what I did was open the bsp in notepad and found all the spawnpoints then used them with my script . This would be good when you are spawning something and useing setsize so that you can see in game if it where you wanted it .
Well I updated this script because someone asked if it could use coords like you use when useing setsize . Also I made it so that you have to be within 600 units of the box for it to draw . Each box is 12 beams so if you had lots of spawned things in your map you might get a no free edicts error this way when you get more than 600 units from it the beams are deleted preventing that error . Any way here is how to use it
// syntax:
// exec global/showbox.scr::show origin width length height color
color is the usuall ( r b g ) if you don't set a color it defaults to ( 1 1 1 ) in the setsize method you need to set the coords and origin in the show method you need to at least set the origin the defaults for width length and hieght are 50x50x50
Last edited by bdbodger on Sat Jan 08, 2005 3:57 am, edited 1 time in total.
Got me wondering, could something like this be created for placing spawns ? ie. walking through a map and placing spawnspots at specific locations, where they are made visible (like your current showbox) and the coordinates written to script ?
Or is that already something which can be done by use of your bot scripting tool ?
Yes the botsmapper does that already just set it up and use the spawning menu and writescript button when you are done and then only copy that part of the logfile writeout to your level script .
To setup put
exec global/botsmapper.scr
in your level script then open the console in game and type in logfile 2 and pushmenu botspawnmenu or the best way is to bind it to a key by typeing bind b pushmenu botspawnmenu into the console ( you do not need to use b you can bind it to any key you like ) . Then just spawn anything on the spawning menu or the nodes menu and use the writescipt button to write the script to the log file . You don't have to paste all the bots stuff just what you need . I am working on an update for the botsmapper to fix some minor things that wheren't written to the log by the save script button and other small changes but it works ok as is . The allies and axis spawnpoint should be on the nodes menu just below the allies and axis bot spawnpoints at the top of the nodes part of the menu . Just one more word there are models on the models list that where choosen because they do not cause vertex error like the static models do also ther is the mg gun on the menu too so you can use it for setting them up too .
i had trouble with the botsmapper.everything i spawned i couldnt see cause the menu was in the way,i had to keep on an angle so that i could see how far down or up i needed to put the item.
The command to show bounding boxes shows too many boxes I just wanted to show a few for the things I wanted to show I don't even know if a spawned trigger for example will show anyway .
To get a better view with the botmapper you can click outside the menu and adjust your view then quickly open and close the console to get your mouse back .
No it follows the rules of setsize or length width height . You can try to make a box and then bind all the beams to one of the func_beams then rotate that beam . You would have to redo the scirpt to give the func_beams targetnames .
ive been doing alot of work with scripting clip brushes. Not easy since you cant see what your doing. your showbox helps alot but often im working with wierd angles.