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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
:shock: 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? :P )
and when i said can i say hpyocrite i was talknig about myself :oops:

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.

:twisted:

But all contributors to the thread noted - thanks guys - some talent amassed here - gonna b a regular visitor