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spawn clip ????
Posted: Sun Jul 18, 2004 12:03 am
by agentmad007
Hi all ,
I m asking if whe can spawn clip or something that can blok the player ?
Thanks
Posted: Sun Jul 18, 2004 2:18 am
by strafer
Do you mean an invisible wall a player can't get by? If so, then no. But there are other ways you can keep players from getting to other spots, like having them kill themselves, or creating a minefield there. If you are doing this for a map you are creating then you need to ask someone else.
Hope this helps, if not just post again

.
spawn
Posted: Sun Jul 18, 2004 2:35 am
by tltrude
Yes, you can spawn a script_object brush and use setsize to define its dimentions. It will block everything.
local.clip = spawn script_object
local.clip.origin = ( 648.00 -524.00 0.00 ) // corrdinates
local.clip setsize ( -100 -8 0) ( 100 8 128 ) // (xyz)(xyz) from origin point
Posted: Sun Jul 18, 2004 11:21 am
by agentmad007
Thx strafer , i knew this way, but i wanted players to stay alive

hehe
Thx Tom , i ll give a try

Re: spawn
Posted: Sun Jul 18, 2004 5:11 pm
by strafer
tltrude wrote:Yes, you can spawn a script_object brush and use setsize to define its dimentions. It will block everything.
local.clip = spawn script_object
local.clip.origin = ( 648.00 -524.00 0.00 ) // corrdinates
local.clip setsize ( -100 -8 0) ( 100 8 128 ) // (xyz)(xyz) from origin point
So this just creates an invisible wall that no one can get by using scripting?
Posted: Sun Jul 18, 2004 5:23 pm
by strafer
I just found my original post of this question.
viewtopic.php?t=8326
I was told by you tltrude that it was impossible

.
texture
Posted: Sun Jul 18, 2004 9:12 pm
by tltrude
That is NOT what I said. I said, "I don't think you can spawn player clip texture." As far as I know, you still can't spawn textures. An untextured script_object brush can be spawned, as I said above. It blocks weapons and players, so it is not like playerclip, which only blocks players.
Now that I think about it, you could spawn a trigger_multiple in front of the script_object brush. Give it a setthread to run a thread in the script which spawns the script_object brush. That way it would not be there to block weapons, but will still block players that are touching the trigger. When the player leaves the trigger, the script_object brush can be deleted. Care must be taken not to spawn the script_object brush on top of the player because he would be trapped and unable to move.
Another Idea! A script_object brush that is 18 units high will block a player. He can jump over it, but not walk or run through it. So, all of the weapons being fired over that height will get through. That could also be used to help prevent the player from being trapped, as I said above. You can also move these invisible script_object brushes. So, if you make it pop up out of the ground, when triggered, that would prevent trapping too.
Posted: Mon Jul 19, 2004 11:45 am
by agentmad007
Nice idea

....another problem plz.....
whats wrong wirh this stupid script ........
Code: Select all
//Testjailspawn
//architecture :[007]CptDarksniper
//script: [007]CptDarksniper
main:
setcvar "g_obj_alliedtext1" "Test"
setcvar "g_obj_alliedtext2" "Jail"
setcvar "g_obj_alliedtext3" "Spawn"
setcvar "g_obj_axistext1" "With"
setcvar "g_obj_axistext2" "Script"
setcvar "g_obj_axistext3" "By [007]CptDarkSniper"
setcvar "g_scoreboardpic" "testjailspawn"
level waittill prespawn
level.script = maps/dm/testjailspawn.scr
thread jail_add
level waittill spawn
end
jail_add:
local.myjail = spawn script_model "targetname" "thejail"
local.myjail model "milkshape/myjail/myjail.tik"
local.myjail.origin = ( -216.00 400.00 -76.00 )
end
//end==> tested with and without
even tired to spawn a flakk 88 instead to see if the mistake was my model
Code: Select all
local.myjail model "statweapons/flak88turret.tik"
Thx
Posted: Mon Jul 19, 2004 4:26 pm
by strafer
You need to execute the thread after level waittill spawn. So it looks like this:
//Testjailspawn
//architecture :[007]CptDarksniper
//script: [007]CptDarksniper
main:
setcvar "g_obj_alliedtext1" "Test"
setcvar "g_obj_alliedtext2" "Jail"
setcvar "g_obj_alliedtext3" "Spawn"
setcvar "g_obj_axistext1" "With"
setcvar "g_obj_axistext2" "Script"
setcvar "g_obj_axistext3" "By [007]CptDarkSniper"
setcvar "g_scoreboardpic" "testjailspawn"
level waittill prespawn
level.script = maps/dm/testjailspawn.scr
level waittill spawn
thread jail_add
end
jail_add:
local.myjail = spawn script_model "targetname" "thejail"
local.myjail model "milkshape/myjail/myjail.tik"
local.myjail.origin = ( -216.00 400.00 -76.00 )
end
I'm not sure what the "myjail.tik" model is, but you may want to put in the angles and to make it solid.
Posted: Mon Jul 19, 2004 8:52 pm
by agentmad007
i ve tried to move the thread in level waittill spawn before to post my pb , and i did not worked .......Jail.tik ===> is my model created in milkshape .
stii not work
Posted: Mon Jul 19, 2004 10:25 pm
by hogleg
To create an invisible wall to keep players from an area just use Playerclip. It's blue & white and in common textures.
Posted: Tue Jul 20, 2004 2:48 am
by strafer
If you're trying to create a model, try doing it outside of a thread like so:
Code: Select all
level waittill spawn
local.myjail = spawn script_model "targetname" "thejail"
local.myjail model "models/milkshape/myjail/myjail.tik"
local.myjail.origin = ( -216 400 -76 )
end
Posted: Tue Jul 20, 2004 9:43 am
by agentmad007

same nothing work , the script look correct , i spawned once with success , but now i cant .............
Posted: Sat Sep 11, 2004 6:05 pm
by HDL_CinC_Dragon
to block a player from passing one thing, cant you just make a brush the size and postition of where u dont want them to go and give it the texture "common/playerclip" and if u want it to stop everything including bullets, rockets, nades, .ect, give it the texture "common/clipall". make them normal brushes in any shape or form that u want. This requires no scripting or anything and i have never had a problem in the maps that i have made previously. Is this what ur looking for?
Posted: Sat Sep 11, 2004 8:42 pm
by lizardkid
yes, to make it even easier on myself i make these kind of brushes func_group's and targetname them and havea lsit at the end of my script of all of them. i just notsolid them when i'm ready.