dumb newbe questions , plese help anyway.

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DeltaJ
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dumb newbe questions , plese help anyway.

Post by DeltaJ »

I just starting and i trying to figure this all out so i'lll probably be asking lots of stupid ?'s so plese bear with me. anyway here are some.

To make a silding door like the gate the major opens in MOHAA m2l1 what else do i do besides ading func_door to it.

Dirt clips ,Grass Clip, Metal Clips, alll element clips etc...
Are they just there to give sound and effect or will my player bounch off, and do you have to put them on everthing, like if i make a field of grass do i have to give it a grass clip, if a lay some carpet do i have to give it the carpet clip. or does the game give it sound and effect based on texture.

What are gags like
$truck waitthread gags/t3l1_enemyspawn.scr::DoTruck 1800 2 0
were do i get them or do i make them up.

exec global/auto.scr
what scripts does it execute , will it execute exploder.scr, ai.scr ectc...

The only ammo i see is mg where are the other weapons.

Why do they have ai_whatevermodel and ai_actor entitys
do i have to place an actor and change it in to a model or can i just place the model.

i am using MOH:SH SDK to build maps but in the AI prameters I can only give the U.S or german weapons were are the british and russian ones;.

And lastly what is Float in the classes it list it says it alot like
Float red, Float green, Float blue, Float intensity,.

I know this is alot :shock: but i really need some answers. I want to be able to make good maps.
I paln on have my first map out in a week or so. i just using my basic knowledge and some script copying to build it but I need these questions answered to make it.
thanks.
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Post by tltrude »

This forum has a search feature that will answer most of your questions. But, here is a link to some video tutorial that you may find useful.

http://www.carbongraphx.com/mohaa/vidtuts.html
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Re: dumb newbe questions , plese help anyway.

Post by Bjarne BZR »

DeltaJ wrote:I just starting and i trying to figure this all out so i'lll probably be asking lots of stupid ?'s so plese bear with me. anyway here are some.
Yup, its a lot of Q:s... but I'll try to answer some of them:
DeltaJ wrote:To make a silding door like the gate the major opens in MOHAA m2l1 what else do i do besides ading func_door to it.
You do not add a func_door to it, you make it into a func_door. That is: you make a door, select it, and make it into a script door.
DeltaJ wrote:Dirt clips ,Grass Clip, Metal Clips, alll element clips etc...
Are they just there to give sound and effect or will my player bounch off, and do you have to put them on everthing, like if i make a field of grass do i have to give it a grass clip, if a lay some carpet do i have to give it the carpet clip. or does the game give it sound and effect based on texture.
No, you do not normally need to add a clip, the sound will mostly be corretly set in the shader for the texture, and so all sounds and reactions to bullets and so on will be correct from the start. But clips can be very useful for a wide range of areas. Check his tutorial.
DeltaJ wrote:What are gags like
$truck waitthread gags/t3l1_enemyspawn.scr::DoTruck 1800 2 0
were do i get them or do i make them up.
That means:
Execute the method "DoTruck", located inside the script file "t3l1_enemyspawn.scr", located in the directory "<MOHAA>/main/gags" directory. This script file may also be placed inside a pk3 file placed in "<MOHAA>/main" if it is placed inside the directory "gags" inside that pk3.
Set its self object to be the object with targetname "truck".
Send it 3 parameters with the values "1800", "2" and "0".

I dont expect you to understand all of that strangeness, but thake a look at this tutorial to make it make more sense.
DeltaJ wrote: exec global/auto.scr
what scripts does it execute , will it execute exploder.scr, ai.scr ectc...
Execute the method "main", located inside the script file "auto.scr", located in the directory <MOHAA>/main/global" directory.
DeltaJ wrote:And lastly what is Float in the classes it list it says it alot like
Float red, Float green, Float blue, Float intensity,.
It is a floating point number, that is a nuber like this: 2.4 or 0.34534544
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Post by DeltaJ »

thanks for your help Bjarne BZR.
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Post by Bjarne BZR »

No prob. Thank tltrude as well, those viteo tuts are most exelent. :)
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Post by DeltaJ »

Can anyone else answer my other questions
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Post by Bjarne BZR »

If you play around with the search function, you should fing the answers to all of them. This forum has geen up for ages, so most questions have been aswered multiple times already.
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Post by DeltaJ »

Okay i'll try it.
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Post by DeltaJ »

well i search and i couldn't find anything. I still really need to know.

How to add other ammo boxes besides MG

How to give my ai the brit and russia weapons.

and how do i get my func_door to slide the right way.
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Post by lizardkid »

1.How to add other ammo boxes besides MG
-right click-item>...
2.How to give my ai the brit and russia weapons
-via scripting, which guns do you need.
Brit guns:
enfield
sten
mills-grenade
Russian guns: (i dont know all of them since i never made a Russian map.)
mosin-nagant
ppsh
3.how do i get my func_door to slide the right way.
-mess with teh angles of the door, hit N and which way you want your door to go in Rad, hit that direction on the angles pad in the botom left.
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Post by DeltaJ »

Okay thanks.
I found the other ammo.
I know the names of the other weapons.
And i try the door thing.
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Post by lizardkid »

ok the command to give a gun is

$player give models/weapons/gun.tik

where gun is the name of the gun.
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Post by DeltaJ »

Isn't that how i give myself weapons.
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Post by bdbodger »

In radiant choose your ai the press i on the keyboard to open the ai window set the gun you want that ai to use then use the apply button . Click outside that window and press i again to close the window .
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Post by lizardkid »

the SH SDK doesnt update the weaps in that window. he needs to give the guns via scripting.

$player is the player's character, *smacks head*

$guy.gun = enfield

gives $guy an enfield
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