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proximo
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by proximo » Wed Jul 05, 2006 11:32 pm
I have convert Foy
http://bob.planetmedalofhonor.gamespy.com/foyspdemo.php
to multiplayer and i will add bot to it.
I try to remove by script all the barbwire and also crates near the church,
but there is no targetname or classname to remove them
I need a good mapper to help me out ?
thanks
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
Rookie One.pl
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by Rookie One.pl » Thu Jul 06, 2006 8:43 am
I'm afraid you can't remove them.
jv_map
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by jv_map » Thu Jul 06, 2006 8:59 am
Yah me too
static objects are actually compiled into the map and are not even entities, so they can't possibly have a targetname
Rookie One.pl
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by Rookie One.pl » Thu Jul 06, 2006 9:37 am
Actually, they are entities and they can be given a targetname.
I remember using a static Tiger tank model as a bombable map objective.
And they can be removed by entnums, and entnums can be discovered by using sv_showentnums (cheats must be enabled for this). There is no way of removing brushes, though. Well, maybe hexediting, but it'd be EXTREMELY tricky.
jv_map
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by jv_map » Thu Jul 06, 2006 9:55 am
Surely your tiger wasn't a script_model?
Rookie One.pl
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by Rookie One.pl » Thu Jul 06, 2006 10:04 am
Yeah, that's the fun, I'm sure it wasn't a script_model, but a static one!
jv_map
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by jv_map » Thu Jul 06, 2006 10:16 am
lol
Rookie One.pl
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by Rookie One.pl » Thu Jul 06, 2006 10:30 am
Ooops, I stand corrected.
Just did a search for my old posts and found you were right:
/forum/viewtopic.php?t=1514
/forum/viewtopic.php?t=1470
OMG, I was SO LAME back then!
lizardkid
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by lizardkid » Thu Jul 06, 2006 11:20 am
you must have been 13 or 14 then, easily excitable
my first posts were the same way... OMG i was a kid when i came here...
however prox doesnt have the .map file for it, so it truly is impossible unless you hexedit it, which would be nothing short of a miracle.
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neillomax
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by neillomax » Thu Jul 06, 2006 12:19 pm
Gonna change your name to lizardman now ?
Rookie One.pl
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by Rookie One.pl » Thu Jul 06, 2006 12:43 pm
Yeah, those posts were from 2003, I was 13 back then.
proximo
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by proximo » Thu Jul 06, 2006 1:30 pm
i made a file barbwireremove.scr
main:
local.mapname = getcvar "mapname"
if(local.mapname == "dm/test_BoB_Foy" ) //<--- example map name
{
//remove barbed wire
self notsolid
self remove
self scale 0.0000001 // or just 0
}
end
I copy and change the original barbwires tik files
and add this on top of those tik :
init
{
server
{
exec barbwireremove.scr
}
}
then i put them with the same path (models/satic/barbwire.tik) in my pk3
I was able to remove the barbwire visually, but i can not pass true it something blok te way. If i find wat's it
perhaps i can remove it
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
neillomax
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by neillomax » Thu Jul 06, 2006 1:47 pm
targetname barbwire_clip..........?
targetname barbwire_collision.......?
Rookie One.pl
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by Rookie One.pl » Thu Jul 06, 2006 2:12 pm
Nope, Neil.
That's about all you can do, Proximo, what's blocking the way is a clip brush, which you can't remove.
Notice that for all the static models (pak0.pk3/models/static/*.tik) there is a corresponding .map file containing the clip brushes for the model, which gets baked into the BSP at compile time. No workarounds for this, m8.
proximo
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by proximo » Thu Jul 06, 2006 4:13 pm
ok thanks
i don't think Pennybags (the maker of foy) will finish is map to multiplayer. I will ask him to send me the .map file
so that somebody can removed those barbwires
I realy like to have it and bring back to life those nice BoB mods, with bots of course
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207