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?
walk thru an object
Moderator: Moderators
target
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.
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.
pak0.pk3
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.
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.
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???
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???
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.
