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exploder & v2 model

Posted: Sat Aug 29, 2009 8:41 pm
by Killerdude
Hi all, glad to see .MAP lives on .... thanks MRU

I am using animate->equipment->V2 for my objective. Normally you can walk through this model. When I add a targetname to the V2 to connect it to the exploder, it becomes solid. My problem is the player is now blocked just out of reach to a bomb on the side of the V2. Furthermore, it looks like your hitting an invisible wall.

http://img402.imageshack.us/img402/3347/modelbox.jpg

Here is a screenie of Radiant. It show the bounding box of the model. The player can not enter the bounding box so I can not place the bomb on the V2. Is there a way to stop this clipping effect?

Any ideas would be appreciated.

Re: exploder & v2 model

Posted: Sun Aug 30, 2009 12:01 am
by Killerdude
** deleted oops ***

Posted: Sun Aug 30, 2009 11:20 am
by Runt
Not sure what u mean with:

** deleted oops ***

But the answer to your mapping problem is that you have to set the object to not-solid. (Press n when the object is selected). Then, create some brushes covering the rocket (this time you can create a better rocket shape).

Apply a clip texture (textures/common) on these brushes and you're ready to go.

Posted: Sun Aug 30, 2009 12:25 pm
by Killerdude
Runt wrote:Not sure what u mean with:

** deleted oops ***
I was a double posting forum nub :roll:

When I press 'n' there are no options for non solid. The only options that look relevant are 'no static collisions' and 'detail', both of which don't work.

What would the key/value be to make a model non solid?

Posted: Sun Aug 30, 2009 1:10 pm
by jv_map
You can type key 'notsolid' and leave the value empty.

P.S. Killerdude, you should be able to delete your own posts by pressing the little 'x' on the top right of a post.

Posted: Sun Aug 30, 2009 1:39 pm
by Killerdude
It's still not working :(

Here is my entity window ...

Image

When I add the targetname - exploder the model turns solid.

Posted: Sun Aug 30, 2009 1:55 pm
by jv_map
Hmm in that case the problem is the global/exploder.scr script (I assume you are using it), is making the thing solid again.

In the stock V2 map the rocket does not have the 'exploder' targetname. Rather, the bomb targets the rocket, which is sufficient to have it removed when the bomb goes :)

Kinda curious way to do it but that's how these global scripts were written.

Posted: Sun Aug 30, 2009 5:41 pm
by Killerdude
Thanks, the bomb targeting the rocket worked. Now I am another step closer.