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Moving 1/2 a unit.

Posted: Fri Jan 10, 2003 1:07 pm
by Angex
Is there away of moving models by 1/2 a unit, or some kind of aligning function. The reason I ask is that I placed an MG42 in my map, but couldn't get it to align perfectly on the bipod, it was 1/2 a unit out. And yes I had the grid size set to 1 (I just double checked before posting).

Posted: Fri Jan 10, 2003 1:13 pm
by Surgeon
no - the smallest unit you can move is 1 unit

Posted: Fri Jan 10, 2003 1:24 pm
by Slyk
I've found that using units smaller than 2 in any serious quantity is dangerous. Try adjust the surrounding brushes etc. I would highlite all the brushes plus the bipod and MG and then press 'Ctrl+G' and that will snap everything to the grid of 2 units. That should make it easier to align, but alas, depending on angle of orientation and such, that might be difficult.

Posted: Fri Jan 10, 2003 1:38 pm
by Surgeon
Its very difficult to align some of the models to the grid - just the way that they have been made - sometimes you just have to be as close as you can and leave it at that..

Posted: Fri Jan 10, 2003 2:19 pm
by Angex
Thanks for the help.

I'll try snapping them to the grid, but if it doesn't work I'll just leave them as they are.

Posted: Fri Jan 10, 2003 2:23 pm
by mohaa_rox
Remember to put a key of "maxyawoffset" and value "any degree no exceeding 90 (probably 55 - 70)".

Posted: Fri Jan 10, 2003 2:31 pm
by Angex
Is there a maxpitchoffset setting as well ?

Posted: Fri Jan 10, 2003 2:41 pm
by mohaa_rox
I'm not sure, but the maxyawoffset is used to make the angle of which the mg42 turns. If you don't have this value, then the mg42 will turn 360 degrees.

Posted: Fri Jan 10, 2003 2:59 pm
by jv_map
Use pitchCaps -up down 0

For example
pitchCaps -15 30 0

can rotate 15 degrees up and 30 degrees down.

Posted: Fri Jan 10, 2003 3:06 pm
by mohaa_rox
Wow! I didn't know that it could do that! Thanks for the tip!

Posted: Fri Jan 10, 2003 3:08 pm
by jv_map
There's so much you can do 8)

Posted: Fri Jan 10, 2003 5:59 pm
by TheStorm
From mohradiant!
Commands: The following are the commands that can be used specifically to control a turret. Any commands used to control entities can also be used on the turrets. All of these commands can be used from both the editor (by setting it as a key value), or in a script (by issuing it as a command).

? setPlayerUsable <state>: Sets wether or not a player can use this turret. If the parameter is 0, then player?s will not be able to use it. Any other value will allow player?s to use the turret.

? setAimTarget: this sets an entity for the turret to aim at. It will physically point at its aim target. This will get over ridden when the turret has a user (AI or player)

? clearAimTarget: This clears the aim target set by the use of the setAimTarget command.

? startFiring: Makes the turret start firing. Will be overridden if it has a user.

? stopFiring: Stops the turret?s firing after haven being started by the startFiring command.

? TurnSpeed <speed>: Sets the turn speed of the turret in degrees per second. This applied to both the pitch and yaw speeds.
Defaults to 180.

? pitchCaps <maxup> <maxdown>: Sets the caps for the turret?s pitch. The first number is the maximum upwards pitch, and the second is the maximum downwards pitch. Note that upwards pitch is negative, and downwards pitch is positive. The upwards pitch defaults to ?45, and the downwards defaults to 45.

? yawCenter <yaw>: Sets the yaw to be considered the center of the turret?s allowed yaw arc. Defaults to the yaw that the turret spawns at.

? maxYawOffset <offset>: Sets the maximum amount that the turret can yaw away from its center yaw direction. Defaults to 180, which allws full 360 degree freedom.

? burstFireSettings <mintime> <maxtime> <mindelay> <maxdelay>: Sets the turret to firing in bursts. Does not apply when the turret has a user. Mintime is the minimum length of a firing burst, maxtime is the maximum time of a firing burst, mindelay is the minimum amount of delay between bursts, and maxdelay is the maximim delay between bursts. To turn off burst mode after having turned it on for a turret, call burstFireSettings with all parameters being 0. Turret?s default to having burst mode turned off.

? firetype <type> : type is a string for what to set the weapon's fire type to. The only two usefull options are "bullet" which makes it fire regular bullets, and "fakebullet", which makes it fire fake bullets that don't actually hurt anything.

? firedelay <time> : Sets the time between each shot in seconds.

? bulletdamage <amount> : Sets the amount of damage the bullet should do. Any amount above 40 makes it count as a rifle round, otherwise it's counted as a pistol round.

? tracerfrequency <count> : Sets the number of bullets between each tracer that's made. It's usually set to 5.

Posted: Fri Jan 10, 2003 10:24 pm
by Angex
:oops: Guess I should read up more, before posting a question !

Posted: Fri Jan 10, 2003 10:28 pm
by General Death
Dont worry...to this day I always forget to look at those docs. :?

Posted: Sat Jan 11, 2003 12:59 am
by mohaa_rox
TheStorm wrote: ? setPlayerUsable <state>: Sets wether or not a player can use this turret. If the parameter is 0, then player?s will not be able to use it. Any other value will allow player?s to use the turret.
Can we also use a fake mg42?