complete noob ?

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
ernst
Sergeant
Posts: 52
Joined: Thu Aug 03, 2006 6:00 pm
Location: Windsor ON Canada
Contact:

complete noob ?

Post by ernst »

ok, im getting a lot better as far as my scripting is going however im at a standstill with this...

after i spawn an object specificly a truck or tank etc....there is an invisible wall around the object....

ive tried notsolid and i walk through the whole object...

what i want to do is spawn a truck and be able to jump in the back to hide or spawn say a tree and be able to walk right up to the trunk....

what is the script line for this?
User avatar
At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

What you can do is making an unsolid truck and use clip brushes to make it solid where ever you like. Same with the tree, but you also need a ladder brush to get in there.

common > metalclip, for the truck.
common > woodclip, for the tree.
common > clip, you can also use this but there will be no emitted effects.
ernst
Sergeant
Posts: 52
Joined: Thu Aug 03, 2006 6:00 pm
Location: Windsor ON Canada
Contact:

Post by ernst »

i assume your refering to radiant?? i dont use radiant...

im talking about in the actual scripting

this is what i have at this point

local.ernst = spawn script_model
local.ernst model "vehicles/opeltruck.tik"
local.ernst.origin = ( 3527.09 6374.65 -63.88 )
local.ernst.angles = ( 0 -90 0 )
local.ernst.scale = 1.0
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

There are some vehicles that, when spawned, are not solid. With these, you have to be really good spawning clips around them to make the player not walk through them, but also allow players to hop in the back. Not an easy thing to do.

You could seek out one of those vehicles, ( non solid ), and then spawn crates and crate lids to do what the clips are doing... ( making them solid of course ). You may also be able to make those invisible using "ghost" in your script, but I don't know if it will work because I haven't tried.
lizardkid
Windows Zealot
Posts: 3672
Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT

Post by lizardkid »

most efficient way is to simply block off the whole thing, without clips you're going to spend ages spawning things around it to replace them.
Moderator

۞
Abyssus pro sapientia
Olympus pro Ignarus
۞

AND STUFF™ © 2006
ernst
Sergeant
Posts: 52
Joined: Thu Aug 03, 2006 6:00 pm
Location: Windsor ON Canada
Contact:

Post by ernst »

k im getting really lost, yall know the mefy ft mod well in there for the dem games, objects are spawned and one of them is a truck that you can jump in the back of, i looked at the script and to the best of my abilites didnt see what im doing different or need to do, it basicly looked the same
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

Delete the vehicle that you put in YOUR script, copy and paste mefy's, and put your coords in, and see what happens. Also see if you can walk through any of the fenders.
Green Beret
Major General
Posts: 746
Joined: Mon Apr 19, 2004 12:21 pm
Contact:

Post by Green Beret »

Im pretty sure you can spawn player clips,metal clips, And wood clips :?:
Image
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Post by Rookie One.pl »

Sorry to spoil the fun, Green Beret, but no, you can not.
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

something like this, but with your origin, etc.


local.clipbrush = spawn script_object
local.clipbrush.origin = ( -1850 40 365 )
local.clipbrush setsize ( -40 -40 -10 ) ( 40 40 10 )
local.clipbrush solid
local.clipbrush2 = spawn script_object
local.clipbrush2.origin = ( -1900 20 372 )
local.clipbrush2 setsize ( -40 -40 -10 ) ( 40 40 3 )
local.clipbrush2 solid
ernst
Sergeant
Posts: 52
Joined: Thu Aug 03, 2006 6:00 pm
Location: Windsor ON Canada
Contact:

Post by ernst »

ok rookie, lol if that wont work will what neilo posted work?? havent had time to try it yet
lizardkid
Windows Zealot
Posts: 3672
Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT

Post by lizardkid »

beret was talking about spawning brushes, this is not possible. Rookie and the other are talking about spawning static models.

slight difference, huge implication.
Moderator

۞
Abyssus pro sapientia
Olympus pro Ignarus
۞

AND STUFF™ © 2006
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Post by Rookie One.pl »

Nope, I was talking about brushes, too. :) I said it's not possible to spawn them.

What Neil suggested is the way to go, but it requires a lot of work.
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
mefy
Corporal
Posts: 33
Joined: Tue Oct 21, 2003 2:57 am

Post by mefy »

Look in bases.scr in my mod for the coordinates of the collision entities. For each base there are calls to the add_collision_ent thread which creates a script_model to block the player. Note the coordinates I supply to the thread are relative to the base object itself.

When I was setting these up I remember using some developer cvar to make the game draw boxes around the collision objects. Can't remember what it was though.
New Gametypes for Medal of Honor
Capture-The-Flag | Freeze-Tag | Demolition
www.planetmedalofhonor.com/mefy
ernst
Sergeant
Posts: 52
Joined: Thu Aug 03, 2006 6:00 pm
Location: Windsor ON Canada
Contact:

Post by ernst »

cool stuff, thank you all and mefy!! i will try this out and let you know how i make out!! thanks a bunch all its really appreciated
Post Reply