Static model removal

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Static model removal

Post by Rookie One.pl »

Again :)

How to remove a static model from the map by a script command? I want to remove models/static/vehicle_ktigertank.tik after bomb explosion. It's not a script_object or script_model, just plain static model. Its targetname is tank :) I tried $tank hide and $tank remove, but any of them don't work :( How to make it go?

Rookie One
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

Is it in SP?
Live to map, not map to live.
-mohaa_rox, .map
moderator
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Aaargh!!!!!!!

Post by Rookie One.pl »

Nooooo! It's in mp! I told you once! :evil:

// jv_map made it more pleasing for our eyes 8)
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

No, you didn't. :evil:
Live to map, not map to live.
-mohaa_rox, .map
moderator
TheStorm
Captain
Posts: 233
Joined: Mon Oct 07, 2002 7:45 am
Location: Gavle, Sweden
Contact:

Re: Aaargh!!!!!!!

Post by TheStorm »

Rookie One wrote:NOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!! IT'S IN MP!!!!!!!!!!!!!!!!!!!!! I TOLD YOU ONCE!!!!!!!!!!!!!!!! :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil:
These kind of answers doesn't belong here...post them in AA.com forum, it will be treated as a standard reply in those forums! :)

You did not mention that it was MP in your first post! Can you be more specific on what you want, if you are talking about a tank that when it's blown up will be replaced with a destroyed model or something? Is there something else then hiting the actual tank that is going to trigger the removal of it?? In case try and give the tank a health! Select the tank and set key "health" and value "xxxx". Higher value makes it able to take more damage.

A short tut on blowing something up here
TMT admin, visit www.modtheater.com
HITP Lead Mapper
Member of Electronic Arts MOHteam
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Re: Aaargh!!!!!!!

Post by mohaa_rox »

[quote="TheStormThese kind of answers doesn't belong here...post them in AA.com forum, it will be treated as a standard reply in those forums! :)
[/quote]

AA has these type of stuff? Wow.
Live to map, not map to live.
-mohaa_rox, .map
moderator
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Sorry

Post by Rookie One.pl »

Sorry, but I explained it in another forum thread, and mohaa_rox had to see it. The problem is that I want to put a 'bombable' King Tiger tank in my map. If I used script_object, there was an invisible box around the tank (but the bullets from weapons flew through it), and I couldn't access the bomb. So I decided to delete script_object and put the tank as normal static model. Exploder couldn't hide it after explosion (I don't know why? it would be stupid that it hides only script_objects) and that's why I asked about removing that model. But I think it's a good idea with the health. I'll set bomb's damage to 301 and tank's health to 300 :P and it will disappear during the explosion :twisted: Thanks, TheStorm!

Rookie One
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

Then use a script model.
Live to map, not map to live.
-mohaa_rox, .map
moderator
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Yes you need to use a script_model.

Static models are merged into the bsp at compile time and not even entities. There's no way to control them by script.
Image
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Eh...

Post by Rookie One.pl »

There's the same situation with script_model! I just want to know how to remove a static model from map by a script!!!
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
(CG) Bob III
Lance Corporal
Posts: 24
Joined: Sun Jan 12, 2003 9:04 pm

Post by (CG) Bob III »

"There's no way to control them by script."
now, how do you think you can remove it if you cant control it? you did read his entire post, didnt you? :P

(hmmm quote box doesnt work..oh wait you need quotes around the quote? a little redundant dont you think? and it doesnt say that anywhere..)
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

Why didn't you say so??? That's easy! Maybe give it a targetname, then in your script add:

your code here
$nameofobject remove

If it doesn't work, check your targetnames again. Or check the console for errors.
Live to map, not map to live.
-mohaa_rox, .map
moderator
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Ehhhhhhhh....

Post by Rookie One.pl »

But script_model and script_object causes that there's an invisible box around the model and I DON'T WANT IT. And that's why I asked about static model.

Rookie One
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
Post Reply