walk thru an object

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

Moderator: Moderators

Post Reply
RamSes
Lance Corporal
Posts: 24
Joined: Tue Jul 26, 2005 8:11 pm

walk thru an object

Post by RamSes »

Hi, i created a flak88 bomb, with this tut: http://users.1st.net/kimberly/Tutorial/obj.htm

and everything works fine.

but, you can run thru the bomb...

how can i fix it?
put a box around with metalclip or something?
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

Yea clips would work fine
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

target

Post by tltrude »

The reason the bomb is not solid is because of this line in the global/obj_dm.scr script.

self.target notsolid

If you wish, you can make your own version of the global/obj_dm.scr (ramses_obj_dm.scr) and comment out that line.

//self.target notsolid

Then use the bomb thinker from your script in your main script. A global folder with the new script will have to be included in your final pk3.

Ps: using a clip brush is easier, ha ha, but the clip brush will still be there after the bomb explodes.
Tom Trude,

Image
RamSes
Lance Corporal
Posts: 24
Joined: Tue Jul 26, 2005 8:11 pm

Post by RamSes »

thanks, tltrude...
i probably will go for the clip solution, cause their is still a destroyed 88 after the explosion.
but that global/obj_dm.scr, where can i find that?
i didn't create that, I think, or am I wrong?

I am still new in mapping and scripting...
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

pak0.pk3

Post by tltrude »

The game's global folder is in pak0.pk3 which is a compresed file. You can uncompress it by changing the .pk3 extention to .zip and unzipping it with Winzip.

As you will see, a pk3 is like a mini "main" folder. A file that is uncompressed in main will overide one in a pk3--if they have the same name.

BTW, the global/obj_dm.scr script is the script that does the leg work for objective games. It has a "bomb thinker" thread which is called by the map's script, like this.

$flak88_explosive1 thread global/obj_dm.scr::bomb_thinker

But, if you name another file it will use that.

$flak88_explosive1 thread global/ramses_obj_dm.scr::bomb_thinker

So, it is possible to use your own version of a gloabl script, or create something completly new. I know this is fairly advanced stuff, but you did ask.
Tom Trude,

Image
RamSes
Lance Corporal
Posts: 24
Joined: Tue Jul 26, 2005 8:11 pm

Post by RamSes »

thx,
maybe i am going for that solution...
but first finish the rest of the map...


so i have an other problem, i have a wall, with a door, and give it a wall textures, but, when i press CTRL F, to fit it, it changes the texture in 3 textures, 2 next the door, and 1 above...

how can i make it look like 1 texture???
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

You can only use Fit to 'Face' on one single face, you can't use it for 2 or more brushes. If you want to make the textures look correct on you wall, select all the wall faces and give it a texture, then you can press the S button to open the Surface Properties, you can scale the texture now how you want. You can also move the texture over the surface using horizontal or vertical shift. Play a bit with this and you'll get the idea yourself.
Post Reply