Trouble removing clippy in m1|1
Posted: Sun May 21, 2006 9:16 pm
Hey guys, I was wondering if anyone would be able to help me. I've been trying to convert map m1|1 to MP using script to remove all the SP elements but I've gotten stuck trying to remove an invisible wall/clippy. The clippy is basically an invisible model of the intro truck and it's located where the truck stops first. I've tried $clippy remove, $clippy delete ect ect.. but I can't seem to get it to go away. Any help would be appretiated
This is the majority of original code I have left in the script:
This is the majority of original code I have left in the script:
Code: Select all
$door notsolid
exec global/exploder.scr
exec global/loadout.scr "maps/m1l1.scr"
$newtruckclip notsolid
$temptruck1 notsolid
$temptruck2 notsolid
exec global/disc.scr $door_left
exec global/disc.scr $door_right
$hahaha notsolid
$hahaha notsolid
$truckclip notsolid
$truckclip2 notsolid
$deadtruck notsolid
$ending_save_player notsolid
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/exploder.scr
exec global/loadout.scr "maps/m1l1.scr"
level.script = "maps/m1l1.scr"
exec global/disc.scr $door_left
exec global/disc.scr $door_right
// exec global/ambient.scr
// exec global/door_locked.scr
// exec global/ambient.scr m1l1
thread global/exploder.scr::main
$firstguy delete
$clippy notsolid
$hahaha delete
$truckclip delete
$truckclip2 delete
$deadtruck delete
exec global/door_locked.scr
exec global/ambient.scr m1l1
local.ent1 = waitthread global/spawner.scr::spawner_create $bazookaspawner
local.ent2 = waitthread global/spawner.scr::spawner_create $dooropenspawner
local.ent3 = waitthread global/spawner.scr::spawner_create $ending_attack
local.count = 0
while ($ending_spawner)
{
local.count++
level.ending_spawner[local.count] = waitthread global/spawner.scr::spawner_create $ending_spawner[1]
}
print "the size is"
println $ending_spawner.size
local.ent1.targetname = "bazookaspawner"
local.ent2.targetname = "dooropenspawner"
local.ent3.targetname = "ending_attack"
fadeout 0.01 0 0 0
// $player item weapons/m1_garand.tik
// $player use weapons/m1_garand.tik
// $player ammo rifle 1000
// $player useweaponclass rifle
exec global/friendly.scr
level waittill spawn
level.flags[ridecomplete] = 0
level.glueplayer = 1
$newtruckclip hide
$toss hide
$toss notsolid
$temptruck1 delete
$temptruck2 delete
$door solid
$door disconnect_paths
$player stufftext "tmstart sound/music/mus_03c_suspense.mp3"