Search found 197 matches
- Sun Jun 17, 2007 4:48 am
- Forum: ET Modding
- Topic: Map scripts.
- Replies: 27
- Views: 35548
I'm not sure what you mean there... Looking at the mapscript, the bunkerplanks_model is the entity which includes the visible brushwork. The func_constructible just makes the bunkerplanks_model entity visible/invisible/underconstruction as engineers build it. I'm pretty sure the bunkerplanks_model i...
- Sat Jun 16, 2007 10:09 pm
- Forum: ET Modding
- Topic: Map scripts.
- Replies: 27
- Views: 35548
- Sat Jun 16, 2007 9:58 pm
- Forum: ET Modding
- Topic: 2v2 mapscript for radar.
- Replies: 15
- Views: 19372
- Fri Jun 15, 2007 9:00 pm
- Forum: ET Modding
- Topic: Map scripts.
- Replies: 27
- Views: 35548
- Fri Jun 15, 2007 8:56 pm
- Forum: ET Modding
- Topic: 2v2 mapscript for radar.
- Replies: 15
- Views: 19372
http://bani.anime.net/banimod/forums/vi ... 5462#65462
Use a script_mover with the side door's brush.
Make sure you use spawnflags 2 for solid.
Origin would be "0 0 0", since its in same position as the brushes.
Use a script_mover with the side door's brush.
Make sure you use spawnflags 2 for solid.
Origin would be "0 0 0", since its in same position as the brushes.
- Wed Jun 13, 2007 5:26 pm
- Forum: ET Modding
- Topic: Map scripts.
- Replies: 27
- Views: 35548
Theres an odd bumpyness if I walk over the legs of the ramp. It looks like the main problem is that you have two bunkerplanks scriptblocks (the other one I did just under gamemanager - you removed its rotate but left the scriptblock there with the same name as the one you intended)... Edit: Ah, you ...
- Mon Jun 11, 2007 4:55 pm
- Forum: ET Bugs/Cheats
- Topic: Updated map scripts for fueldump, supplydepot, railgun +more
- Replies: 192
- Views: 1377097
- Sun Jun 10, 2007 5:09 pm
- Forum: ET Modding
- Topic: Map scripts.
- Replies: 27
- Views: 35548
http://dersaidin.ath.cx/maps/battery_ramptomg.zip Theres an example of using the *1 thing to use a previous model. Its quite ugly and it was more annoying to do than I remembered, but it can be done. Thats a script_mover, but I'm sure you could use the same *1 with a func_constructable or whatever. ...
- Sun Jun 10, 2007 4:36 am
- Forum: ET Bugs/Cheats
- Topic: Updated map scripts for fueldump, supplydepot, railgun +more
- Replies: 192
- Views: 1377097
Lol, you'd be better off building a bridge. Try spawning an assultramp there. Actually... thats a pretty cool idea... I might do it myself, except I like the trickjump :D The problem is that spools are the only suitable .md3-models supplied by the stock .pk3 files. Alternatives were to spawn a truc...
- Sat Jun 09, 2007 6:13 am
- Forum: ET Bugs/Cheats
- Topic: Updated map scripts for fueldump, supplydepot, railgun +more
- Replies: 192
- Views: 1377097
- Sat Jun 09, 2007 6:09 am
- Forum: ET Modding
- Topic: Map scripts.
- Replies: 27
- Views: 35548
The dynamiteable doors cannot be rebuilt/blown up via the script. func_constructibles don't seem to work properly when scripted in. I've been unsuccessful in my attempts to make rebuildable doors from the script. Putting in hidden roofs and new spawn points is easy though. With the variety of avail...
- Thu Jun 07, 2007 4:44 pm
- Forum: ET Modding
- Topic: Map scripts.
- Replies: 27
- Views: 35548
In addition to what Father said: Radar, I think that the truck is part of the bsp - not an entity, so it couldn't be made to move along the road with just a mapscript. It wouldnt be that good anyway, since axis can't do anything about it. Goldrush, I saw something similar on a 32player pub. Axis got...
- Fri Jun 01, 2007 12:04 am
- Forum: ET Pro
- Topic: Is the MG overpowered?
- Replies: 20
- Views: 107832
I think the problem is that there are multiple MG positions that covers all the attack routes (possibly not all the windows). This is approximately the position Cadre used against dignitas (re-enacted by me, don't have the demo :P ): http://img37.imagevenue.com/loc925/th_46913_2007-05-30-193242-bre...
- Tue May 29, 2007 6:09 am
- Forum: ET Pro
- Topic: Is the MG overpowered?
- Replies: 20
- Views: 107832
- Thu May 17, 2007 11:40 pm
- Forum: ET Server Admins
- Topic: UPDATE Jan 15 09 - exploits actively abused
- Replies: 62
- Views: 931752
Yeah, that script error was my mistake. :< The wall which the tank blows at the start of the map (my pro cinematic intro) was able to be destroyed if allied players were fast enough to shoot a panza or some explosives at it before the tank. Then when the tank tries to shoot it, the entity has alread...