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Why can i see the Tank Turret through walls?
Posted: Mon Jun 21, 2004 2:50 pm
by -[D.S.M.]-Deadeye
Hey guys!
Ive just finished a new map, called Tank attack.
But as i tried to play the map with my freinds, i saw that i can see the Tank turret through the walls.
Do you know any ideas how i can correct that?
turret
Posted: Mon Jun 21, 2004 3:05 pm
by tltrude
The turret some how has "awaysdraw 1" set. So, adding "alwaysdraw 0" to it might do the trick.
Posted: Mon Jun 21, 2004 3:36 pm
by -[D.S.M.]-Deadeye
I guess that is something what i have to and in my scr. file.
But where do i have to add it?
turret
Posted: Mon Jun 21, 2004 3:39 pm
by tltrude
Well, if it is a map you made, to the properties of the turret (key N). If the turret is spawned in the script, then add it there.
Posted: Mon Jun 21, 2004 3:55 pm
by -[D.S.M.]-Deadeye
Nope, sorry thats not the way i did it. I just added those tanks inside the script + their positions. If there is no way to make the turret hide behind a wall ob this way, can you show me a page where i can get a Tut for those tanks for MOH Allied Assault?
That would be nice
script
Posted: Mon Jun 21, 2004 8:46 pm
by tltrude
To add it to a scripted tank you would do something like this.
local.tank.alwaysdraw = 0
Post the script in the scripting forum.
Posted: Tue Jun 22, 2004 9:47 am
by jv_map
alwaysdraw shouldn't be the problem, since that doesn't make the object show up through walls (instead it makes the entity ignore vis data). More likely the shader for that turret has the nodepthtest keyword or a sort command in it.
Posted: Tue Jun 22, 2004 11:39 am
by -[D.S.M.]-Deadeye
Ok, this is the script i actually have:
main:
setcvar "g_obj_alliedtext1" "Tank Map from"
setcvar "g_obj_alliedtext2" "-[D.S.M.]-Deadeye"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
if(level.roundbased)
thread roundbasedthread
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/ambient.scr mohdm6
level.script = maps/dm/tank-attack.scr
level waittill spawn
exec global/playervehicle.scr ( -450.00 300.0 -7.87 ) -160 1 alwaysdraw 0
exec global/playervehicle.scr ( 200.00 300.0 -7.87 ) -160 1 alwaysdraw 0
exec global/playervehicle.scr ( -100.00 2000.0 -7.87 ) -160 1 alwaysdraw 0
exec global/playervehicle.scr ( 2000.00 2090.0 -7.87 ) -160 1 alwaysdraw 0
exec global/playervehiclesound.scr
alwaysdraw 0
level waitTill prespawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
What o i have to add, and where do i have to add that
EDIT:
Ah Damnit, sorry for posting it in here
global/playervehicle.scr
Posted: Tue Jun 22, 2004 4:13 pm
by tltrude
That script will not help. The global/playervehicle.scr is what needs to be posted. Where did you get that script?
Remove alwaysdraw 0 from the end of those lines.
Posted: Thu Jun 24, 2004 5:13 am
by Cobra {sfx}
Looks like the drivable tanks script which i know you see the turret thru the walls, think you need to look at what JV posted

Posted: Sun Jun 27, 2004 3:19 am
by small_sumo
We solved that problem download the source files at
www.smallsumo.tk