Moving Wheels???
Moderator: Moderators
- MillesManson
- Corporal
- Posts: 48
- Joined: Thu Mar 13, 2003 4:54 pm
Moving Wheels???
Hi all,
ich have made an obj map where the allies had to bomb up a german opeltruck,but there is one problem.
Everthing works but the wheels of the truck which stands are rotating,it seems to be driving,but i don?t know why?
I have used the opeltruck.tik for the heal truck and the opeltruck_d.tik for the destroyed one.
When i blow up the truck the wheels of the broken truck aren?t moving,
only the one from the heal truck.
When i build the same trucks without any entities the wheels don?t move.
Is there any key/value i need,because now it is very unrealistic,or know anyone other models which are always "never moving"
I make the truck out of an script_object,so that i can bomb him but this may have these by-effects.
Thx for every help & excuse my bad english.
Greetz Milles
ich have made an obj map where the allies had to bomb up a german opeltruck,but there is one problem.
Everthing works but the wheels of the truck which stands are rotating,it seems to be driving,but i don?t know why?
I have used the opeltruck.tik for the heal truck and the opeltruck_d.tik for the destroyed one.
When i blow up the truck the wheels of the broken truck aren?t moving,
only the one from the heal truck.
When i build the same trucks without any entities the wheels don?t move.
Is there any key/value i need,because now it is very unrealistic,or know anyone other models which are always "never moving"
I make the truck out of an script_object,so that i can bomb him but this may have these by-effects.
Thx for every help & excuse my bad english.
Greetz Milles
Tiki
If you look at the bottom of the opeltruck tiki you will see the animation command words for it. One of them is "stop_wheels".
$mytruck anim stop_wheels
You can see a list of animation commands for any model by hitting the "Anim:" plus and minus buttons in the entity properties window (key N).
$mytruck anim stop_wheels
You can see a list of animation commands for any model by hitting the "Anim:" plus and minus buttons in the entity properties window (key N).
- MillesManson
- Corporal
- Posts: 48
- Joined: Thu Mar 13, 2003 4:54 pm
mm it?s still moving
when i select my truck an press n for the entities i can switch the anime?s
but there is the Key: testanim
and the value: stop_wheels
but when i compile my map i still moving.
Who?v wrote $mytruck anim stop_wheels ?
Should i write key: $opeltruck anime
value: stop_wheels
Thx everyone 4 help
when i select my truck an press n for the entities i can switch the anime?s
but there is the Key: testanim
and the value: stop_wheels
but when i compile my map i still moving.
Who?v wrote $mytruck anim stop_wheels ?
Should i write key: $opeltruck anime
value: stop_wheels
Thx everyone 4 help
the testanim key if just for you to look at the anim or the position of the animation more apparent for ai's than trucks . I have never seen a truck with moveing wheels unless you have done something to make them move I mean moveing wheels is not the default . Any way try
$mytruck anim idle or like said above $mytruck anim stop_wheels but hmm how did they get started ?
$mytruck anim idle or like said above $mytruck anim stop_wheels but hmm how did they get started ?
- MillesManson
- Corporal
- Posts: 48
- Joined: Thu Mar 13, 2003 4:54 pm
i found out that i only give the truck the key : anim
and the value : stop_wheels , then its work
Your right when you say that you never had seen a truck with moving wheels but the problem is that i want to blow up this truck so i had to make it a script_object,and the the wheels are moving.
So now i have a standing truck but there is a nother problem.
My map is at day an the trucklights are on.
When i give it the key: anim and the value idlenolights
the lights are off but the wheels are moving again.
How can i combine these values i have tried something like that
key: anim
value : stop_wheels/idlenolights
or: stop_wheels_idlenolights
stop_wheels idlenolights
How can i give one object two values with the same key,i also tried somthing like that but it didn?t work
key: anim
value : stop_wheels
key: anim1
value : idlenolights
Or is there any model truck without lights when you make it a script_object?
Thx for help.
and the value : stop_wheels , then its work
Your right when you say that you never had seen a truck with moving wheels but the problem is that i want to blow up this truck so i had to make it a script_object,and the the wheels are moving.
So now i have a standing truck but there is a nother problem.
My map is at day an the trucklights are on.
When i give it the key: anim and the value idlenolights
the lights are off but the wheels are moving again.
How can i combine these values i have tried something like that
key: anim
value : stop_wheels/idlenolights
or: stop_wheels_idlenolights
stop_wheels idlenolights
How can i give one object two values with the same key,i also tried somthing like that but it didn?t work
key: anim
value : stop_wheels
key: anim1
value : idlenolights
Or is there any model truck without lights when you make it a script_object?
Thx for help.
- MillesManson
- Corporal
- Posts: 48
- Joined: Thu Mar 13, 2003 4:54 pm
You do it from the script just make a thread and call it in your script. I don't know too many people that do it from the bsp as you are doing . One reason being like you said you can use only one anim key .
main:
.... bla bla bla
....
thread truckinit
end
truckinit:
$mytruck anim stop_wheels
$mytruck anim idlenolights
end
main:
.... bla bla bla
....
thread truckinit
end
truckinit:
$mytruck anim stop_wheels
$mytruck anim idlenolights
end
Script
You need a small script for your map. The script should be named the same as your bsp file and be in the same folder. It starts out as a text file and then the extention is changed to .scr to make it a script. The very, very simple script below will stop those animations, but a script can do a lot more for your map. In Pak5.pk3 you will find scripts for all the stock maps in multiplay. The deathmatch ones are not big and your best bet is to copy one of them and change it to work with your map.
The above script will only work if the truck is targetname "opeltruck".
Key: targetname
Value: opeltruck
Good luck!
Code: Select all
main:
level waittill prespawn
$opeltruck anim stop_wheels
$opeltruck anim idlenolights
level waittill spawn
end
Key: targetname
Value: opeltruck
Good luck!
- MillesManson
- Corporal
- Posts: 48
- Joined: Thu Mar 13, 2003 4:54 pm
Thx for the help ,but there is one problem,
i have already a script,because it?s a objective map.
And the truck i want to blow up, has already a targetname of the bomb.
I already known the basics of the map-script because this is my 3rd map i?m making, but this one is my first objective map and in the other maps
i didn?t has these probelms with models because i don?t had to script_object them.
If i insert a model without making anything on it it works.
i have already a script,because it?s a objective map.
And the truck i want to blow up, has already a targetname of the bomb.
I already known the basics of the map-script because this is my 3rd map i?m making, but this one is my first objective map and in the other maps
i didn?t has these probelms with models because i don?t had to script_object them.
If i insert a model without making anything on it it works.
- MillesManson
- Corporal
- Posts: 48
- Joined: Thu Mar 13, 2003 4:54 pm
