Page 1 of 1
Remove ents that havent been given targetnames
Posted: Thu Mar 17, 2005 3:50 pm
by SSUK
In the Hunt map m3l3 there is a little dead end near the church made with a 2 post barbwire.tik and 3 hedgehogs. They are ents in the bsp but the author hasnt assigned targetnames so they cant be deleted in map.scr with $targ delete
Tried kill ent and removeent and they both result in crashes
Any ideas?
Posted: Thu Mar 17, 2005 8:55 pm
by Master-Of-Fungus-Foo-D
removeclass classnameoftikwithoutthe'_'s
Posted: Thu Mar 17, 2005 8:59 pm
by Grassy

there's a big hole in the map behind that barrier, that's why it's there with a player clip..
Grassy
Posted: Thu Mar 17, 2005 9:10 pm
by Master-Of-Fungus-Foo-D
cmon, what do we care what a modder wants? why make comments about it? (can i say hypocrite?)
Posted: Thu Mar 17, 2005 9:32 pm
by SSUK
Tried the suggestions no joy
Dont follow the last post at all
Posted: Fri Mar 18, 2005 9:04 am
by Grassy
Master-Of-Fungus-Foo-D wrote:cmon, what do we care what a modder wants? why make comments about it? (can i say hypocrite?)
NO you can't

and why would you?
I was just pointing out a potential problem if he allows players to get into that area, what's the problem with that?
Grassy
Posted: Fri Mar 18, 2005 11:57 am
by Master-Of-Fungus-Foo-D
sry grassy.. i need to hold my toungue (finger?

)
and when i said can i say hpyocrite i was talknig about myself
try
Code: Select all
removeclass staticobstaclebarbwire
removeclass staticobstaclehedgehog
Posted: Fri Mar 18, 2005 12:45 pm
by Rookie One.pl
These models don't have an explicit classname, and only the ones that do can be removed by removeclass.
Posted: Fri Mar 18, 2005 5:50 pm
by SSUK
yep - dont work
Posted: Sat Mar 19, 2005 8:33 pm
by Rindog
I was able to remove some of the barbedwire models on m3l3 using removeent. But, I don't think they are the ones you wanted to remove. I looked in the decompiled map file of m3l3 and they didn't show up.
Here's the code I used
Code: Select all
level waittill spawn
waitframe
removeent 11
waitframe
removeent 12
waitframe
removeent 14
waitframe
removeent 27
waitframe
removeent 28
And here's the code I used to determine the entity numbers. I didn't even see a hedgehog in there.
Code: Select all
level waittill spawn
for (local.i = 0 ; local.i <= 1023 ; local.i ++)
{
$player[1] whatis (local.i)
waitframe
}
Posted: Sat Mar 19, 2005 10:18 pm
by Grassy
If you use MOHATools and the bsp viewer you can see what numbers the entities have also. I forget where I got the tools from now
Grassy
Posted: Sat Mar 19, 2005 10:50 pm
by SSUK
yer got ent nums - even tried deleting by ent num
Given up - bulding up a pile of rubble either side as put a sloping clippy either side so guys can run up and over and barbs and hogs are hidden
of course now i get the red interference graphic glitch by overlaying spawns.#
Gonna take up knitting.
But all contributors to the thread noted - thanks guys - some talent amassed here - gonna b a regular visitor