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Posted: Sun Jul 25, 2004 4:16 pm
by Dani
Thanks i'll try that
Posted: Sun Jul 25, 2004 4:47 pm
by Dani
Thanks m8 for that last post, i will us that website a lot now!
I have to questions though:
1. How do you difine the origin of rotation???
2. Is ther a list of all the different movement actions (e.g. rotatez 40)
Thanks for all your help guys, and i will soon be on the way of making cool maps!
Posted: Sun Jul 25, 2004 5:20 pm
by M&M
the tutorials i mentioned earlier in the other thread should do what ur looking for .
this is one of them
/t.php?id=83
Posted: Sun Jul 25, 2004 5:41 pm
by Dani
Thanks this is axatly what i need, but i still don't know about setting the origin of rotation.
Posted: Sun Jul 25, 2004 5:47 pm
by M&M
im not sure what exactly u mean by an origin of the rotation .
but maybe it could be solved by fishing the other 3 scripting tuts from the tutorial section .

Posted: Sun Jul 25, 2004 7:17 pm
by Dani
What i mean by origin of rotation is the centre piont of were the object rotates
Posted: Sun Jul 25, 2004 7:25 pm
by M&M
that usually IS in the center of whatever object u have selected

,i think u cant change that .but then again i might be wrong

Script
Posted: Sun Jul 25, 2004 8:16 pm
by tltrude
Ok, do you have a map started that you can post of download, Dani? If you don't have a script, this one will do for now.
//----------------------------------------------->
main:
level waittill prespawn
$walls time 3 //sets the travel time
$slabs time 3 //sets the travel time
level waittill spawn
thread move_stuff //starts the thread
end
move_stuff:
wait 15 //wait 15 seconds
$walls movedown 256 //... sets the movement command and distance
$walls loopsound lighthouse_run //... starts a sound alias looping
$walls waitmove //... starts the object moving and halts the script
$walls stoploopsound //... stops the sound after the move is done
wait 2
$slabs movedown 256
$slabs loopsound lighthouse_run
$slabs waitmove
$slabs stoploopsound
end
//----------------------------------------------->
To use the above script, you would need to make a single script object out of all four walls and targetname it "walls". Do the same for the slabs. Copy the script to Notepad and name the file "mymapname.scr"--the same name as your bsp file. Then put both the bsp and script in main/maps/dm for testing. The walls should move down 256 units 15 seconds after you spawn. Of course, you can change anything you want in the script.
Hope that helps!
Posted: Sun Jul 25, 2004 8:49 pm
by bdbodger
By the way if one of the brushes of a script object has the origin texture on it the object will rotate around that brush so if you want that make an origin brush before you make the object a script_object and select it with all the other brushes when you make it a script_object .
Posted: Sun Jul 25, 2004 9:58 pm
by Splaetos
The French Tourist ! wrote:If you make more than 1 entity with the same targetname, the script will fail with an error message : "There are more than 1 entity with the same targetname ! This command requires exactly one !"
eh, when i made my liberation map, I have several cell doors(about 6 brushes a piece including a clip). I made each cell door a script_object of its own, but im pretty sure I did each door seperately. however, I move them in the script using one targetname for all the ones going in the same direction... (2 or 3 per direction) ... that worked without error...
lol im ALMOST positive I did it that way... say 99% sure... what were you trying to move there?
Posted: Mon Jul 26, 2004 4:28 pm
by Dani
Thx m8 it worked!
One thing though if you stand bettween the wall and the floor it takes ur health down REALLY slowly cos some NOOB might stay there and then nobody would get out. How would i make it so that u instanly die if u goo bettween the wall and floor???
Posted: Mon Jul 26, 2004 5:32 pm
by Splaetos
$walls damage 500
//500 isnt a ton of damage but enough to kill someoen in the way fairly quick, yet allows trhem to stop the movement for a bit if they want to sacrifice thier life. You want faster death, use a bigger numbers.
body
Posted: Tue Jul 27, 2004 3:50 am
by tltrude
A dead body will also block the brushes from moving--until it vanishes. So, you might need a small pit to hold the bodies--32 units should be enough.
|_____|
__ ___
\____/
Posted: Tue Jul 27, 2004 5:27 pm
by Dani
Thanks All but wouldn't walls damage also hurt someone if they touch the walls on a side aswell?
Thanks again for all your help guys!
P.S. is there a list of sounds i can use in my script??? like when a wall moves.
Posted: Tue Jul 27, 2004 9:33 pm
by M&M
all the sounds are located in the pak files .so check them out and here them all

i know its annoying but at least they are gonna be useful for future projects .
also ,if u want to add ur own sound check the sound tut in the tutorial sections
and no ,walldamage doesnt cause the player to be damaged when touching them