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complete noob ?

Posted: Sun Sep 24, 2006 3:01 pm
by ernst
ok, im getting a lot better as far as my scripting is going however im at a standstill with this...

after i spawn an object specificly a truck or tank etc....there is an invisible wall around the object....

ive tried notsolid and i walk through the whole object...

what i want to do is spawn a truck and be able to jump in the back to hide or spawn say a tree and be able to walk right up to the trunk....

what is the script line for this?

Posted: Sun Sep 24, 2006 3:08 pm
by At0miC
What you can do is making an unsolid truck and use clip brushes to make it solid where ever you like. Same with the tree, but you also need a ladder brush to get in there.

common > metalclip, for the truck.
common > woodclip, for the tree.
common > clip, you can also use this but there will be no emitted effects.

Posted: Sun Sep 24, 2006 3:39 pm
by ernst
i assume your refering to radiant?? i dont use radiant...

im talking about in the actual scripting

this is what i have at this point

local.ernst = spawn script_model
local.ernst model "vehicles/opeltruck.tik"
local.ernst.origin = ( 3527.09 6374.65 -63.88 )
local.ernst.angles = ( 0 -90 0 )
local.ernst.scale = 1.0

Posted: Sun Sep 24, 2006 5:24 pm
by neillomax
There are some vehicles that, when spawned, are not solid. With these, you have to be really good spawning clips around them to make the player not walk through them, but also allow players to hop in the back. Not an easy thing to do.

You could seek out one of those vehicles, ( non solid ), and then spawn crates and crate lids to do what the clips are doing... ( making them solid of course ). You may also be able to make those invisible using "ghost" in your script, but I don't know if it will work because I haven't tried.

Posted: Sun Sep 24, 2006 6:45 pm
by lizardkid
most efficient way is to simply block off the whole thing, without clips you're going to spend ages spawning things around it to replace them.

Posted: Sun Sep 24, 2006 7:16 pm
by ernst
k im getting really lost, yall know the mefy ft mod well in there for the dem games, objects are spawned and one of them is a truck that you can jump in the back of, i looked at the script and to the best of my abilites didnt see what im doing different or need to do, it basicly looked the same

Posted: Sun Sep 24, 2006 7:29 pm
by neillomax
Delete the vehicle that you put in YOUR script, copy and paste mefy's, and put your coords in, and see what happens. Also see if you can walk through any of the fenders.

Posted: Mon Sep 25, 2006 12:00 pm
by Green Beret
Im pretty sure you can spawn player clips,metal clips, And wood clips :?:

Posted: Mon Sep 25, 2006 2:52 pm
by Rookie One.pl
Sorry to spoil the fun, Green Beret, but no, you can not.

Posted: Mon Sep 25, 2006 6:36 pm
by neillomax
something like this, but with your origin, etc.


local.clipbrush = spawn script_object
local.clipbrush.origin = ( -1850 40 365 )
local.clipbrush setsize ( -40 -40 -10 ) ( 40 40 10 )
local.clipbrush solid
local.clipbrush2 = spawn script_object
local.clipbrush2.origin = ( -1900 20 372 )
local.clipbrush2 setsize ( -40 -40 -10 ) ( 40 40 3 )
local.clipbrush2 solid

Posted: Mon Sep 25, 2006 7:57 pm
by ernst
ok rookie, lol if that wont work will what neilo posted work?? havent had time to try it yet

Posted: Tue Sep 26, 2006 12:55 am
by lizardkid
beret was talking about spawning brushes, this is not possible. Rookie and the other are talking about spawning static models.

slight difference, huge implication.

Posted: Tue Sep 26, 2006 3:22 pm
by Rookie One.pl
Nope, I was talking about brushes, too. :) I said it's not possible to spawn them.

What Neil suggested is the way to go, but it requires a lot of work.

Posted: Wed Sep 27, 2006 12:19 am
by mefy
Look in bases.scr in my mod for the coordinates of the collision entities. For each base there are calls to the add_collision_ent thread which creates a script_model to block the player. Note the coordinates I supply to the thread are relative to the base object itself.

When I was setting these up I remember using some developer cvar to make the game draw boxes around the collision objects. Can't remember what it was though.

Posted: Wed Sep 27, 2006 12:31 am
by ernst
cool stuff, thank you all and mefy!! i will try this out and let you know how i make out!! thanks a bunch all its really appreciated