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HELP PLZ !!!!
Posted: Wed May 30, 2007 12:24 pm
by EzO_UK
Can someone tell me if this is possible plz
spawn script_object "targetname" "myspawnedclip"
$myspawnedclip.origin = ( 577 -1727 240.13 )
$myspawnedclip setsize ( -245 -295 -0 ) ( 400 325 800 )
$myspawnedclip solid
$myspawnedclip nodamage
Im not too bothered about the no damage or the solid bit but i want to it to be visible ... & I dont know what line to add next
By visible I mean any colour will do but the darker the better

Posted: Wed May 30, 2007 1:42 pm
by wacko
Afaik, you can just spawn models, no brushes.
Read
this thread about spawning crates which might help
Posted: Wed May 30, 2007 3:22 pm
by EzO_UK
Thanks mate but thats not really what I'm after I just want a plain coluor
beam
Posted: Wed May 30, 2007 3:34 pm
by tltrude
Well, you can spawn a "func_beam", but I don't know about the color.
Posted: Wed May 30, 2007 3:59 pm
by EzO_UK
Can you explain ..I'm new to scripting ... thanks
Posted: Wed May 30, 2007 4:58 pm
by ViPER
you can spawn a clip as a script_object
Code: Select all
local.clipdoorc = spawn script_object //secret door side
local.clipdoorc.origin = ( -415 -1834 20 ) // corrdinates
local.clipdoorc setsize ( -15 -1 -15 ) ( 15 1 15 ) // (xyz)(xyz) from origin point
local.clipdoorc solid
local.clipdoorc targetname closetdoor
laser
Posted: Wed May 30, 2007 7:58 pm
by tltrude
Found this over at the TMT forum. The guy was having "angles" problems with it, so I don't know if it works.
Code: Select all
laser1:
local.ent = spawn func_beam origin ( 2291 1654 -1663.88 ) endpoint ( 2291 1314.44 -1375 ) targetname laser
local.ent color ( 0 0 1 ) // the numbers are for red, green, & blue
local.ent scale 60
local.ent setsize ( -20 -900 -1 ) ( 20 0 1 )
local.ent numsegments 1
local.ent.status = on
local.ent doactivate
end
It should draw a beam of blue between the origin and endpoint coordinates.
Posted: Thu May 31, 2007 9:41 am
by bdbodger
You could use my showbox script . If you make the box it creates with beams 1 unit bigger than your clip it will show you where it is . You can get it at my site just click on my sig . You can't use a beam no matter what the scale appear exactly where you want because it always faces the player . It is actually flat if you can view it from the top you would see that . It will always rotate to face you and from other players perspective it will be facing them . The scale determines how wide the beam is and the start and endpoints determine how long it is but it is flat and has no thickness as you walk around it it rotates to always face you .
