Little help please.

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seere
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Little help please.

Post by seere »

Hi.. im recreating the hunt and have stumbled across a problem,I have the respawning cannon (spawns in 3/4 different locations) however I am able to walk through the model.
Obviously I cannot clip it for the simple reason that the clip will remain but the cannon will be in a different position.
Can a clip of some kind be tied to the script origin so when the cannon spawns the model is solid.
Any help would be appreciated thx.
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Krane
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Post by Krane »

You can make your brush a script object and bind it to whatever entity you like :

$mycannon bind $thebrush

dunno if it's going to work on spawned things....

Hope that helps :) !
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jv_map
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Post by jv_map »

Yes that should work... I think the original developers gave the flak a .collisionent similar to vehicles.
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seere
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Post by seere »

thx for the speedy reply guys... however scripting is deffinatly my weakest link.
Is this done in the script or can i "tie it" in radient as in ctrl k when both the potential brush and the cannon are selected?
Obviously I only see 1 cannon and 3 other script origins in radiant with for instance flak88_location4.
Sorry for being a pain but I just need it clarified.
Thx very much.
Seere.
jv_map
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Post by jv_map »

Well this is how it goes:

Make all the required clip brushes in radiant. Make an origin textured brushes right at the origin of the flak. Select them all (all the clips and the origin brush) and make them into one script_object. Then give it some convenient targetname like 'flakclipent'. After that you might have to move it to some place of the map where it can't do any harm, as I'm not sure what will happen to this entity when the map loads... finally select the flak and add key / value:

collisionent / flakclipent

I think that will work :)
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seere
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Post by seere »

Thx JV appreciated.
Seere.
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