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Set up a wall

Posted: Fri Jul 07, 2006 9:41 am
by Barttje
Hey guys,
is it possible to set op a wal in script but not with boxes or stuff like that...

Posted: Fri Jul 07, 2006 9:55 am
by jv_map
Hmmm no, unless it's already there in the map (but hidden).

Posted: Fri Jul 07, 2006 10:11 am
by Barttje
no there isn't but ive seen it in a server but don't know wich it was...:S

tnx for fast reply... :)

Posted: Fri Jul 07, 2006 11:00 am
by lizardkid
well you could spawn a bunch of entities with relatively square collisions and hide them.

Posted: Fri Jul 07, 2006 11:02 am
by Barttje
i must be a visible wall

btw i want to make a wall in V2 rocket map

Posted: Fri Jul 07, 2006 11:27 am
by At0miC
As far as we know from our science, research and philosophy, there is no way to make a (textured) wall (like a brush) by scripting, it is possible to make an invisible wall by spawning a script_object without a model. U can make a wall out of models like boxes or whatever you can use for building one.

Posted: Fri Jul 07, 2006 11:30 am
by Barttje
okeey so it isn't possible to add a server-side texture to a map

Posted: Fri Jul 07, 2006 2:00 pm
by neillomax
You can change the textures by opening the map file with notepad and swapping one texture for another. Server side, I don't know, but it works.

I think, as do the other people who added input to your question, that you can add an invisible wall, but not a textured wall. I don't know where you want the wall,but, why not script in a cratelid that is 30 times bigger than normal, flip it the way you want, and then put a clip brush where you want it "

Posted: Fri Jul 07, 2006 2:24 pm
by Barttje
isn't it possible like

local.texture = spawn script_object
local.texture model "textures/blahblah.tga"
ect.
??????

Posted: Fri Jul 07, 2006 2:43 pm
by Green Beret
Not sure, I know they was spawning ladders with a similiar proccess.

Posted: Fri Jul 07, 2006 3:09 pm
by At0miC
Those ladders where made out of scripted beams, you can give those a texture. This wont work as a wall as the surface turns to the player all the time.

Posted: Fri Jul 07, 2006 9:51 pm
by Barttje
how can i set up a beam...?

Posted: Fri Jul 07, 2006 10:10 pm
by neillomax
[quote="Bartjerambo"]how can i set up a beam...?[/quote]

http://www.modtheater.com/forum/showthr ... ht=ladders

Posted: Fri Jul 07, 2006 10:14 pm
by At0miC
Like this:

local.mybeam = spawn func_beam origin ( x x x ) endpoint ( x x x )
local.mybeam scale x.x
local.mybeam activate
local.mybeam shader "textures/xxx/xxx"
local.mybeam color (x x x)
local.mybeam maxoffset 0

Place it under level waittill spawn

origin: coordination of the start point of the beam
endpoint: coordination of the the end point
With this u make a line which is needed.

scale: this can be used for the width, you can also use the key "radius" if im right. Default is 1.0

activate: Without this, you wont see the beam.

shader: Give a shadername if you want to put a texture on the beam.

color: If there is no textures, you can give the beam a color with this key. (1 1 1) = white

maxoffset: this sets the maximum offset the beam can travel above, below, forward or back of it's endpoints.

Posted: Sat Jul 08, 2006 7:51 am
by Barttje
tnx m8, i'm going to check it out :)