SOLID problem with script_object :(

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Rookie One.pl
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SOLID problem with script_object :(

Post by Rookie One.pl »

It's me again.

This time I have a really SOLID problem. Why solid? I have a script_object with models/static/vehicle_ktigertank.tik and I want to make player able to plant a bomb on it (it's an MP map; the bomb and the trigger_multiple are on the rear, between those pipes). But when I compile the map and run it, there's a solid, invisible box around the tank :!: :!: :!: :evil: :evil: :evil: I can't get to the bomb :evil: , even to the trigger :evil: , and I can't walk under the gun (even when crouching!)! :evil: :evil: :evil: Can I make script_object not solid? If not, can I make an exploder without script_objects? Or do I have to place the bomb in a place that I can reach (outside of the script_object, I mean; but it would be senseless - the players can't even walk under the gun of the tank!)? Help me, PLEEEASEEE :!: :!: :!: :!: :!: :!:
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Post by jv_map »

Use a script_model for your tank.
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Rookie One.pl
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OK...

Post by Rookie One.pl »

OK, I'll try it, but if it won't work, I'll get you :twisted: :!:

Rookie One

P.S. jv_map, on your site there are links to some maps that have bot support. I went to Small Sumo's map download page, but there's not even a word about bots! Does 'A Bridge Too Far' really have bots support (the same question for OpCenter :D )?
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One thing

Post by Rookie One.pl »

Wait! One more question on script_object: if I'll check the NON-SOLID box, will it be not solid? And if it will, will it affect only the script_object brush, or the tank model too (it's VERY important for me!)? And, are you sure that exploder.scr and obj_dm.scr will work with script_model?

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:)

Post by Rookie One.pl »

The NOT-SOLID box that I wrote about is in the entity dialog box, if someone don't know 8)
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Re: OK...

Post by jv_map »

Rookie One wrote:P.S. jv_map, on your site there are links to some maps that have bot support. I went to Small Sumo's map download page, but there's not even a word about bots! Does 'A Bridge Too Far' really have bots support (the same question for OpCenter :D )?
The bot support for these map isn't yet completed but will be quite soon frankly 8) .
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Rookie One.pl
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Arrrgh!!!

Post by Rookie One.pl »

There's the same situation with script_model, jv_map... What can I do now? All those script_shit entities are ******!!! Well... Maybe I'll get better solution from you describing my problem more detailed.
I'm working on a map called The Warehouse and I want to put destroying a King Tiger tank as an objective for Axis and defending it for Allies (they stole it). I have the bomb with following parameters (the entity window; key/value):

Code: Select all

#campset/1
$targetname/bomb
$triggername/bomb_trigger
angle/doesn't matter
origin/the same
classname/script_model
model/items/pulse_explosive.tik
target/exploder
testanim/idle
And a trigger_use:

Code: Select all

classname/trigger_use
targetname/bomb_trigger
The script is:

Code: Select all

// The Warehouse
// ARCHITECTURE/SCRIPTING: Rookie One

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Protect the stolen"
setcvar "g_obj_alliedtext2" "King Tiger tank"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Destroy the stolen"
setcvar "g_obj_axistext2" "King Tiger tank"
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "whouse"

exec global/exploder.scr

	level waitTill prespawn

	$bomb.trigger_name = $bomb_trigger // Trigger name that is used for the bomb
	$bomb.target.target = $exploder // Objective (target)
	$bomb.target.destroyed_model = "models/vehicle/kingtank_all_d.tik" // Destroyed model of target
	$bomb.explosion_fx = "models/emitters/explosion_tank.tik" // Explosion FX
	$bomb.explosion_sound = "sound/weapons/explo/explo_metalmed1.wav" // Explosion sound
	$bomb.exploder_set = 1 // Exploder set to blow up
	
	$bomb thread global/obj_dm.scr::bomb_thinker		
	//*** Precache Dm Stuff
	exec global/DMprecache.scr

	level.script = maps/obj/whouseobj.scr
	exec global/ambient.scr warehouse

	level waittill spawn

	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = allies // set to axis, allies, kills, or draw

	level.defusing_team = "allies"
	level.planting_team = "axis"
	level.bomb_damage = 200
	level.bomb_explosion_radius = 1024

//	level waittill roundstart

	while($bomb.exploded != 1)
		wait 1

//	$exploder remove
	teamwin axis
end
What can I do to make it work (and make the tank the way just like it was, I mean, without any invisible boxes around it)? Does command 'remove' (in map script) affect only script_object/script_model etc.?

Please, help me, I'm losing my mind!!!

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Post by jv_map »

$bomb.target.target = $exploder // Objective (target)

This line might be troublesome.

To make your tank non-solid, assign a targetname and add the following line to your script below level waittill spawn. Assuming the targetname is 'tank':

$tank notsolid
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Post by mohaa_rox »

Did you follow the SP tut instead? I'm sorry to say that it only works for SP, not MP. For MP read the multiplayer tut there.
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Rookie One.pl
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SP??? Are you cracy?

Post by Rookie One.pl »

No! I copied the script from Wombat's 'Setting Objectives' tutorial and the bomb and the trigger from jv_map's mp_ai_beta (forgive me jv_map :D ), because I didn't know how to set it (I couldn't understand Wombat's tutorial :( ) :? And I've got a question about game's behaviour - $exploder notsolid - will it work (the tank has targetname/exploder)? And will it make not solid only the script_object's brush, or the brush and the model?

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F***!

Post by Rookie One.pl »

Bull****!!! It's not working!!! I'll try to work-around it now...
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!!!

Post by Rookie One.pl »

I have an idea! :idea: I'll try one thing, maybe this will work... I hope!
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???

Post by Rookie One.pl »

What's going on? Is jv_map only on this forum? Does anybody have this problem?
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Post by mohaa_rox »

Why not send it to me. I'll take a look.....
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