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Posted: Thu May 21, 2009 3:36 pm
by Aprop
Broken windows are usually a script objects, so you can modify they spawnflags....
Posted: Thu May 21, 2009 5:28 pm
by Rookie One.pl
Spawnflags are irrelevant here, they don't control solidity or letting bullets through. Besides, it's not destroyed windows that we're talking about here.
Yes, it's possible for any brush there is.
Posted: Thu May 21, 2009 6:19 pm
by Aprop
Whoa, i was pretty sure that setting spawnflags to 1 for script_object make it not solid...
Posted: Thu May 21, 2009 8:05 pm
by sdlall
Man hate to ask but looked all over either I have overlooked it or just no around. spawnflags info. I know SOR said I can make check but before start on that would like to set spawnflags not to include explosions like from nades. Maybe list somewhere of spawnflags?
http://lmgtfy.com/?q=spawnflags+mohaa
Posted: Thu May 21, 2009 8:13 pm
by Rookie One.pl
Entdefs.pk3 for teh win.
Posted: Thu May 21, 2009 8:38 pm
by sdlall
ah noob at entdefs.pk3
local.trigger = spawn trigger_multiple "spawnflags" "128"
need to change that to bullets only
after messing with radiant noticed damage is 128 and is only suppose to respond to bullets but for some reason it is responding to PROJECTILES 144.
why is this
Posted: Thu May 21, 2009 9:58 pm
by $oldier Of Ra
It responds to damage, not bullets. Projectiles also do damage, therefore they are also detected. If a bullet or projectile has no potential damage, it will not be detected (ie setting the bulletdamage or the projectile damage to 0). Personally, I don't know why people use 144, I always use 128 and it detects all.
Posted: Thu May 21, 2009 10:09 pm
by sdlall
hmm so guess fix would be what u suggested i add.
Bro i got this all messed up i. can you see what i am doing wrong
Code: Select all
blackwin1:
local.trigger = spawn trigger_multiple "spawnflags" "128"
local.trigger.origin = ( -2315 -2190 345 )
local.trigger setsize ( -70 0 -70 ) ( 70 1 70 )
local.trigger setthread warn_1
end
warn_1:
local.go = 0
if(local.player.origin[0] <= level.treasury_max[0] && level.treasury_min[0] <= local.player.origin[0])
local.go++
if(local.player.origin[1] <= level.treasury_max[1] && level.treasury_min[1] <= local.player.origin[1])
local.go++
if(local.player.origin[2] <= level.treasury_max[2] && level.treasury_min[2] <= local.player.origin[2])
local.go++
if (local.go == 3)
{
local.player iprint ("Admin: BLAH BLAH")
local.player hurt 100
}
end
Code: Select all
level.treasury_min = ( -2175 -2157 240 )
level.treasury_max = ( -2736 -1749 240 )
where does this go?
update: got some what fixed since i posted this but not fixed yet
Posted: Fri May 22, 2009 5:39 am
by sdlall
Horrible I know. Going to mess a around with it. If you got hints share them but dont post the fix unless I scream Save ME!!!
Posted: Fri May 22, 2009 8:00 am
by $oldier Of Ra
That was an example... You must get the coordinates yourself, the max and the min for each area/trigger. So make them local vars instead of level.treasury...
Posted: Fri May 22, 2009 1:39 pm
by sdlall
ah okay. yeah i changed the coord just probably needs to have local.
Posted: Mon May 25, 2009 6:56 am
by Herr Klugscheisser
On a side note, I believe the projectile detection is more useful in SP when the dev's want you to destroy something with a rocket as it's the only time I've ever seen it used.
Posted: Thu May 28, 2009 9:31 am
by sdlall
Rookie One.pl wrote:I have an idea for an alternative method. Why not just modify the BSP to remove the glass properties from those brushes? I could write a little program for that.
Could you do this for me or maybe explain how its done? If through Radient I will fail for sure all those boxes drive me crazy.
Posted: Thu May 28, 2009 11:37 am
by Rookie One.pl
Nah, it's a bit more complicated than that. I'll write the program today or tomorrow, when I've got some free time.
Posted: Thu Jun 11, 2009 8:56 am
by sdlall
Bump not trying to push you (thats why havent asked before now) Any luck?