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spawn question
Posted: Tue Mar 08, 2005 3:45 pm
by CTpenok
Hi all,
Is it possible to spawn a Crane in a spearhead stock map ?
And if so , does anybody know where the crane.tik is located ?
When I look at the static objects thumbs over here
http://uzaiuzai.hp.infoseek.co.jp/pic/static/static.htm it says its located at
static/equipment
so I tried:
local.static = spawn script_model
local.static model "static/equipment/crane.tik"
local.static.origin = ( 2630 -6334 -511 )
local.static.angles = ( 0 -168 0 )
local.static solid
But that didn't work
Am I doing something wrong or is it just not possible ?
hey
Posted: Tue Mar 08, 2005 5:00 pm
by knuko
Maybe:
level waittill prespawn
thread crane
level waittill spawn
crane:
local.static = spawn script_model
local.static model "static/equipment/crane.tik"
local.static.origin = ( 2630 -6334 -511 )
local.static.angles = ( 0 -168 0 )
local.static solid
end
must be work!!

Posted: Tue Mar 08, 2005 5:17 pm
by CTpenok
Thanks knuko,
That should work I guess, but the problem is I tought the crane could be found in pak0.pk3 (models/static/crane.tik) looking at the name of the thumb but its not there
So I guess I'll have to search again for the real name.
If somebody knows the real name please let me know.
Here's an image of the crane...

Posted: Tue Mar 08, 2005 7:41 pm
by lizardkid
open it in Rad, hit N, find in the little window near the bottom a value called model, and that's your model.
Posted: Tue Mar 08, 2005 8:35 pm
by CTpenok
Thanks lizardkid,
I allready did that but I used the classname instead of the model name
So thanks a lot for pointing that out
It now works but, when I do it like this
level waittill prespawn
thread crane
level waittill spawn
crane:
local.static = spawn script_model
local.static model "miscobj/crane.tik"
local.static.origin = ( 2671 -6477 -506 )
local.static.angles = ( 0 90 0 )
local.static
solid
end
its solid but I can't walk under the crane

and when I do
local.static
notsolid
I can walk under the crane but also through the crane itself.
So I want the crane itself to be solid but everybody must be able to walk underneath it.
Any suggestions ?
Posted: Tue Mar 08, 2005 8:45 pm
by Unreal_Demon
Make the crane notsolid, but then spawn other models and hide them to block of the parts you want to be solid. Personally, I use clip brushes.
Posted: Tue Mar 08, 2005 8:58 pm
by Rookie One.pl
Unreal, it's a stock map, you can't use clip brushes.
You can use script_objects instead - see
this thread.
Posted: Tue Mar 08, 2005 9:02 pm
by Unreal_Demon
Code: Select all
local.clipbrush2 = spawn script_object
local.clipbrush2.origin = ( 4614.75 -1854.40 10 )
local.clipbrush2.angles = ( 0 0 0)
local.clipbrush2 setsize ( -195 -80 -2 ) ( 195 60 110 )
local.clipbrush2 solid
local.clipbrush2 nodamage
This is what I ment. Im too used to calling it clip brush than script_object.
Posted: Tue Mar 08, 2005 10:41 pm
by lizardkid
level waittill prespawn
thread crane
level waittill spawn
crane:
also, your code should look like this.
Code: Select all
level waittill prespawn
thread crane
level waittill spawn
end
crane:
otherwise it's gonig to run regardless of if you call teh crane thread or not, in fact you may have two of them because you're calling it and it's naturally going to do that anyway. the end ends the main thread and lets crane start

Posted: Wed Mar 09, 2005 10:50 am
by CTpenok
Thanks all for your help !
I got it where I want now and made the crane notsolid and spawned some other models and hide them like Unreal_Demon said. Works fine with this crane but I like to try the script_objects too sometime for some other things so thanks for the thread Rookie One. Looks interesting.
Posted: Wed Mar 09, 2005 1:43 pm
by Rookie One.pl
Unreal_Demon wrote:Code: Select all
local.clipbrush2 = spawn script_object
local.clipbrush2.origin = ( 4614.75 -1854.40 10 )
local.clipbrush2.angles = ( 0 0 0)
local.clipbrush2 setsize ( -195 -80 -2 ) ( 195 60 110 )
local.clipbrush2 solid
local.clipbrush2 nodamage
You'll be able to shoot through this brush.
Posted: Wed Mar 09, 2005 3:29 pm
by lizardkid
because of nodamage. in fact i doubt script objects die, so try it without that first

Posted: Wed Mar 09, 2005 4:50 pm
by Unreal_Demon
Rookie One wrote:You'll be able to shoot through this brush.
Nope.
Posted: Wed Mar 09, 2005 7:05 pm
by Rookie One.pl
Want to bet?
