complete noob ?
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complete noob ?
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?
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?
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.
common > metalclip, for the truck.
common > woodclip, for the tree.
common > clip, you can also use this but there will be no emitted effects.
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
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
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.
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.
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Green Beret
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Rookie One.pl
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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
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
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Rookie One.pl
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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.
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
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www.planetmedalofhonor.com/mefy


