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need help to remove barbwires

Posted: Wed Jul 05, 2006 11:32 pm
by proximo
I have convert Foy

http://bob.planetmedalofhonor.gamespy.com/foyspdemo.php

to multiplayer and i will add bot to it.

I try to remove by script all the barbwire and also crates near the church,

but there is no targetname or classname to remove them :cry:

I need a good mapper to help me out ?

thanks

Posted: Thu Jul 06, 2006 8:43 am
by Rookie One.pl
I'm afraid you can't remove them.

Posted: Thu Jul 06, 2006 8:59 am
by jv_map
Yah me too :( static objects are actually compiled into the map and are not even entities, so they can't possibly have a targetname :(

Posted: Thu Jul 06, 2006 9:37 am
by Rookie One.pl
Actually, they are entities and they can be given a targetname. ;) I remember using a static Tiger tank model as a bombable map objective. :P And they can be removed by entnums, and entnums can be discovered by using sv_showentnums (cheats must be enabled for this). There is no way of removing brushes, though. Well, maybe hexediting, but it'd be EXTREMELY tricky.

Posted: Thu Jul 06, 2006 9:55 am
by jv_map
Surely your tiger wasn't a script_model? :P

Posted: Thu Jul 06, 2006 10:04 am
by Rookie One.pl
Yeah, that's the fun, I'm sure it wasn't a script_model, but a static one! :P

Posted: Thu Jul 06, 2006 10:16 am
by jv_map
:cry:


lol

Posted: Thu Jul 06, 2006 10:30 am
by Rookie One.pl
Ooops, I stand corrected. :oops: Just did a search for my old posts and found you were right:
/forum/viewtopic.php?t=1514
/forum/viewtopic.php?t=1470
OMG, I was SO LAME back then! :oops:

Posted: Thu Jul 06, 2006 11:20 am
by lizardkid
you must have been 13 or 14 then, easily excitable :P

my first posts were the same way... OMG i was a kid when i came here...

however prox doesnt have the .map file for it, so it truly is impossible unless you hexedit it, which would be nothing short of a miracle.

Posted: Thu Jul 06, 2006 12:19 pm
by neillomax
Gonna change your name to lizardman now ?

Posted: Thu Jul 06, 2006 12:43 pm
by Rookie One.pl
Yeah, those posts were from 2003, I was 13 back then. :P

Posted: Thu Jul 06, 2006 1:30 pm
by proximo
i made a file barbwireremove.scr

main:
local.mapname = getcvar "mapname"
if(local.mapname == "dm/test_BoB_Foy" ) //<--- example map name
{
//remove barbed wire
self notsolid
self remove
self scale 0.0000001 // or just 0
}
end


I copy and change the original barbwires tik files

and add this on top of those tik :



init
{
server
{
exec barbwireremove.scr
}
}


then i put them with the same path (models/satic/barbwire.tik) in my pk3

I was able to remove the barbwire visually, but i can not pass true it something blok te way. If i find wat's it :?: perhaps i can remove it

Posted: Thu Jul 06, 2006 1:47 pm
by neillomax
targetname barbwire_clip..........?

targetname barbwire_collision.......?

Posted: Thu Jul 06, 2006 2:12 pm
by Rookie One.pl
Nope, Neil.

That's about all you can do, Proximo, what's blocking the way is a clip brush, which you can't remove.

Notice that for all the static models (pak0.pk3/models/static/*.tik) there is a corresponding .map file containing the clip brushes for the model, which gets baked into the BSP at compile time. No workarounds for this, m8.

Posted: Thu Jul 06, 2006 4:13 pm
by proximo
ok thanks :cry:

i don't think Pennybags (the maker of foy) will finish is map to multiplayer. I will ask him to send me the .map file :idea: so that somebody can removed those barbwires :wink:

I realy like to have it and bring back to life those nice BoB mods, with bots of course :D