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Trouble removing clippy in m1|1

Posted: Sun May 21, 2006 9:16 pm
by TriggerHappy
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:

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"

Posted: Sun May 21, 2006 9:46 pm
by Rookie One.pl
I remember trying to work this one out, but forgot how I solved it. :? For now maybe try spawning a lorry there? Or anything else that could occupy that space?

Posted: Sun May 21, 2006 10:01 pm
by TriggerHappy
Yeah thats what I've decided in doing for the time being, I can't figure out a way to remove the bloody thing.

Posted: Mon May 22, 2006 1:24 am
by ViPER
yea it can not be removed

Posted: Mon May 22, 2006 3:05 am
by Green Beret
Try using

removeclass noclip

Jus a guess tho, You would probally have to find out what the clip is sitting in the way, Or if its even a clip, Then remove it by removeclass