Search found 197 matches

by Dersaidin
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...
by Dersaidin
Sat Jun 16, 2007 10:09 pm
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 35548

Hmmm I think you'll find that the actual visible ramp brushwork is the script_mover called "bunkerplanks_model" - which is what you'd want to target. You shouldn't need the mins and maxs - I'm pretty sure that misc_vis_dummy is a... "point entity" (I guess thats what you'd call i...
by Dersaidin
Sat Jun 16, 2007 9:58 pm
Forum: ET Modding
Topic: 2v2 mapscript for radar.
Replies: 15
Views: 19372

You'll need to post the script.

And it looks like you should extend the wall closer to allied spawn.
Alternatively you could block off that entrance to the bunker with a fakebrush and a model. That'd look much/feel much better than an invisible wall.
by Dersaidin
Fri Jun 15, 2007 9:00 pm
Forum: ET Modding
Topic: Map scripts.
Replies: 27
Views: 35548

reyalP mentioned an idea for the vis problems on IRC:
spawn misc_vis_dummy which target the script_mover
by Dersaidin
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.
by Dersaidin
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 ...
by Dersaidin
Mon Jun 11, 2007 4:55 pm
Forum: ET Bugs/Cheats
Topic: Updated map scripts for fueldump, supplydepot, railgun +more
Replies: 192
Views: 1377097

Ragnar_40k wrote:This one looked sturdier than the last ones.
Lol, nice idea.
by Dersaidin
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. ...
by Dersaidin
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...
by Dersaidin
Sat Jun 09, 2007 6:13 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
by Dersaidin
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...
by Dersaidin
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...
by Dersaidin
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...
by Dersaidin
Tue May 29, 2007 6:09 am
Forum: ET Pro
Topic: Is the MG overpowered?
Replies: 20
Views: 107832

I'm listening to feedback, and I'll take it into account for b2.

I'm assuming that its an MG somewhere on the CP defence that people are considereing overpowered? If someone could point me to some demos/ettv demos that'd be helpfull.
by Dersaidin
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...