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Script_model speed
Posted: Mon May 26, 2003 6:18 am
by Alcoholic
Im making a single player map where you ride in a truck. the truck is a script_model (opel_truck.tik). my guess is it runs on info_splinepaths, so thats what im using. my question is, how/where do i define the script_model's speed?
Posted: Mon May 26, 2003 8:53 am
by jv_map
Don't use a script_model, use a vehicle -> opeltruck instead. Then you can use the drive command.
Posted: Mon May 26, 2003 9:00 am
by Alcoholic
is the vehicle already clipped? also, the ea made maps used script models, and i was wonderin if i could do that too.
Posted: Mon May 26, 2003 9:02 am
by jv_map
For clipping you need a collision ent, a script_object made out of clip brushes.
Posted: Mon May 26, 2003 9:16 am
by Alcoholic
what i meant was is the vehicle>opel truck already clipped? i know the script_model isnt, and i already clipped it wiht a script object.
Posted: Mon May 26, 2003 9:25 am
by jv_map
No the vehicle isn't automatically clipped. It just uses a bounding box (poor collission detection).
Posted: Mon May 26, 2003 10:14 am
by Alcoholic
how do i change the speed of a script model? the campaign used script models and they had different speeds and all. how do you do it?
Posted: Mon May 26, 2003 2:44 pm
by jv_map
You can supply it as a parameter for the drive command.
Posted: Mon May 26, 2003 7:37 pm
by Alcoholic
so i can give a script_model the order to drive?
spline path
Posted: Mon May 26, 2003 11:34 pm
by tltrude
If you use a spline path, the speed is set in the nodes with Key: speed and Value: (number of units per second).
Posted: Mon May 26, 2003 11:36 pm
by Alcoholic
ok ill try that.
Posted: Tue May 27, 2003 7:27 am
by jv_map
You will need to use flypath or followpath though, which means that the wheels of the truck won't rotate.
Posted: Tue May 27, 2003 11:31 pm
by Alcoholic
that doesnt matter, the player cant see the truck during the ride anyway, and it'll make my life alot easier when the player jumps out of the truck.