I have a couple custom models (airplanes) that I am putting in my map, as objectives to blow up. There is one model for the intact plane, and a separate model for after it is blown up. Now I have figured out how to set up the objectives, and make a separate $destroyed_model and all that, but my problem is getting the model .map working to make it solid.
I made a .map file for both models, and lined it all up so it would block off the appropriate dimensions of the plane. I used a tank clip I think, filled it in around the model and the deleted the model and saved the group of clips as a .map file. The model .maps work fine when I just insert a static model into the map, but when I insert the plane as a script model or script object, it's no longer solid. If a put a "solid" key in the entity box for it, it just solidifies the generic box size in the middle of the plane, it doesn't even seem to use the .map file at all.
Am I doing something wrong with my model .maps? Surely there's a way to make custom model objectives solid. Hope that all makes sense.
Thanks for any help.
Model maps not working
Moderator: Moderators
collision
I think the script_model plane has to have a "collision" Key/Value. But, I don't know how to do it. I have seen, in one of the singleplayer maps, where a bunch of planes targeted a single clip brush script_object -- the map where you ride in a jeep and blow up planes. But, I never figured out how it worked.
Search the forums for "collision", or "collision map".
Search the forums for "collision", or "collision map".
.map files are only for static models . What you need to do is to make your collision in the map and then select all the parts and make them a script_object then have your script_model target it . The script object collision can then be place up in the air or under the map . This is an example for the opel truck .


Most objectives have a destroyed and non destroyed model . If you make it a script model you can change the model value or I guess a static model can be removed and a new one spawned at the same origin and angles . Spawning the model though can cause it to spam the console with vertex color errors depending on what model you use .


