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truck ride tutorial?
Posted: Sun Apr 04, 2004 10:56 pm
by wacko
anyone knowing a tutorial for a truck following some waypoints that can carry MP-players? I just found a truck without collision and those with, I couldn't get moving
Or, how could I bind clip brushes to it? First thing the truck does is trying to get on top of those brushes

clip
Posted: Mon Apr 05, 2004 4:29 am
by tltrude
Make the clip brushes all one script_object.
Posted: Mon Apr 05, 2004 7:22 am
by wacko
mmm, i have just one clip brush at the moment.
i used a truck with
classname/vehicle_german_opeltruck (I'd prefer a gmctruck, though)
model/vehicles/opeltruck.tik
targetname/truck
and a clip brush script_object with
targetname/truckclip on the rear bed/platform
and the script is
Code: Select all
main:
exec global/ai.scr
exec global/loadout.scr maps/testride.scr
exec global/friendly.scr
level waittill prespawn
exec global/ambient.scr testride
thread truckprep
level waittill spawn
level.script = "maps testride.scr"
end
truckprep:
$truckclip bind $truck
end
truckdrive:
wait 3
$trucktrig nottriggerable
$truck drive $wp_01
$trucktrig triggerable
end
map and script would be at
http://www.decalattack.com/recyclebin/t ... _truck.zip for those who would be so kind to waste their time on my prob...
Posted: Wed Apr 07, 2004 4:47 pm
by wacko
maybe another map worth to study?
Posted: Wed Apr 07, 2004 5:15 pm
by lizardkid
ill check it out...
you've just solved my problem too, binding the collision to the truck!!!! thanx Wacko! (that doesnt seem too flattering to say, but what the hey!)
Posted: Wed Apr 07, 2004 6:32 pm
by wacko
lizardkid wrote:you've just solved my problem too, binding the collision to the truck!!!! thanx Wacko! (that doesnt seem too flattering to say, but what the hey!)
is this it's working for u?

Posted: Wed Apr 07, 2004 11:44 pm
by lizardkid
no no no, what i meant was i had never been able to get the collision onto the truck, i use SH and have the colision, and truck, but couldnt get it to stay on the truck. i had forgotten the bind keyword.
i havent opened up the map just yet, did you make it in SH or AA? i couldn't see anything but one untextured square in SH.
i did notice one thing about your post though, you said the truck tries to run over the script_object? try putting the collision under the ground and make sure it targets your truck. (control-e works well) then try your script.
sry if this doesn't help.
Posted: Thu Apr 08, 2004 6:52 pm
by wacko
lizardkid wrote:i did notice one thing about your post though, you said the truck tries to run over the script_object? try putting the collision under the ground and make sure it targets your truck. (control-e works well) then try your script.
the clip brush would move up into the truck position when the level starts? and where would the center of the truck model and of the collision brush be? will give it a try but additional help is likely to be neccesary

Posted: Fri Apr 09, 2004 12:40 am
by rodney
I like the example!!!
I place a motorbiker!!!
It is good!!!
When i can not modify the speed...
When i modify the speed???
$truck speed 500000???
???
Tranks!!!
Posted: Fri Apr 09, 2004 10:09 am
by wacko
either i'm too stupid or it's not possible this way...
I know that I have seen a tutorial map with a collision set placed below the map but can't rember it's name or topic. Maybe this would be of help? Anyone knows which map this was?
At Manstein's leveldesign, there's a different approach (using a script_origin the player is glued to) but this is just for 1 player. Something else about that example is, that it is using a info_splinpath where I'd have to set the angles and the speed for each waypoint. Rather annoying, but maybe the best way to get the truck driving backwards which would be neccessary in my case.
If anyone had an idea of how to attach that clip brush to a GMC-truck model or knew another way to get some players on the bed of a driving truck, please let me know
Posted: Fri Apr 09, 2004 11:05 am
by bdbodger
Here is how I make collision for trucks
It works good for me the clips are 1 script_object after I make them a script_object I deselect them select the truck then the clip brushes and press control K so that the truck targets the script_object .
origin
Posted: Fri Apr 09, 2004 11:18 am
by tltrude
I see you have an origin brush as part of the script object. That's good because the trucks origin is on the ground and not in the center of the truck.
Posted: Fri Apr 09, 2004 2:04 pm
by wacko
thanks for the help so far
yeah, this "clip construction" would be nice...
1st of all, what general differences are between the different vehicles I can find in the entity list? There are some in animate (no GMC though), some in static, some in vehicle. Is there an explanation to be found somewhere?
I see that some can execute a 'drive' command in the script, some can 'followpath', some do just nothing, some have a collision model, some don't. Maybe even some of them can be targeted by a clip brush and some don't!?
2nd, is there a GMC truck at all which could do anything similar to driving and could be targeted by a clip? All examples I have found are using that German Opel and I really would prefer an US quality product

(I want the 'soft top' which would block the player's view during ride and drastically reduce the amount of surrounding landscape I have to build

).
Posted: Fri Apr 09, 2004 2:38 pm
by bdbodger
hmm never noticed the ones in the animate directory . They all seem to say for script_model use in the tiks.
Posted: Fri Apr 09, 2004 5:38 pm
by rodney
I have a clip... very good!!!
Much more best of this...
When i can not upload the file!!!
Please... what site i upload???
And what modify the speed of the truck???
$truck speed 500000???
I can not!!!