Remove ents that havent been given targetnames

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SSUK
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Remove ents that havent been given targetnames

Post by SSUK »

In the Hunt map m3l3 there is a little dead end near the church made with a 2 post barbwire.tik and 3 hedgehogs. They are ents in the bsp but the author hasnt assigned targetnames so they cant be deleted in map.scr with $targ delete

Tried kill ent and removeent and they both result in crashes

Any ideas?
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

removeclass classnameoftikwithoutthe'_'s
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The Fungus Theme song!!!

Code: Select all

while (local.player istouching self)
Grassy
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Post by Grassy »

:shock: there's a big hole in the map behind that barrier, that's why it's there with a player clip..
Grassy
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

cmon, what do we care what a modder wants? why make comments about it? (can i say hypocrite?)
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The Fungus Theme song!!!

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while (local.player istouching self)
SSUK
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Post by SSUK »

Tried the suggestions no joy

:?

Dont follow the last post at all
Grassy
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Post by Grassy »

Master-Of-Fungus-Foo-D wrote:cmon, what do we care what a modder wants? why make comments about it? (can i say hypocrite?)
NO you can't :? and why would you?

I was just pointing out a potential problem if he allows players to get into that area, what's the problem with that?

Grassy
An ambiguous question will get a similar answer...
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

sry grassy.. i need to hold my toungue (finger? :P )
and when i said can i say hpyocrite i was talknig about myself :oops:

try

Code: Select all

removeclass staticobstaclebarbwire
removeclass staticobstaclehedgehog
Image
The Fungus Theme song!!!

Code: Select all

while (local.player istouching self)
Rookie One.pl
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Post by Rookie One.pl »

These models don't have an explicit classname, and only the ones that do can be removed by removeclass.
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SSUK
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Post by SSUK »

yep - dont work
Rindog
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Post by Rindog »

I was able to remove some of the barbedwire models on m3l3 using removeent. But, I don't think they are the ones you wanted to remove. I looked in the decompiled map file of m3l3 and they didn't show up.

Here's the code I used

Code: Select all

 
 level waittill spawn
     waitframe
     removeent 11
     waitframe
     removeent 12
     waitframe
     removeent 14
     waitframe
     removeent 27
     waitframe
     removeent 28
And here's the code I used to determine the entity numbers. I didn't even see a hedgehog in there.

Code: Select all

level waittill spawn
  for (local.i = 0 ; local.i <= 1023 ; local.i ++)
    {
      $player[1] whatis (local.i)
      waitframe
    }
Grassy
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Post by Grassy »

If you use MOHATools and the bsp viewer you can see what numbers the entities have also. I forget where I got the tools from now :?
Grassy
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SSUK
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Post by SSUK »

yer got ent nums - even tried deleting by ent num

Given up - bulding up a pile of rubble either side as put a sloping clippy either side so guys can run up and over and barbs and hogs are hidden

of course now i get the red interference graphic glitch by overlaying spawns.#

Gonna take up knitting.

:twisted:

But all contributors to the thread noted - thanks guys - some talent amassed here - gonna b a regular visitor
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