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ZeAvIs
Joined: 28 Apr 2004 Posts: 6
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Posted: Fri Nov 19, 2004 12:22 pm Post subject: |
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I have a few questions.
1. Is it possible for this script to remove things? Like lets say removing an MG42 from a map or something? Or removing a truck?
2. Is it possible to make a certain terrain mineable/unmineable? |
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Rain

Joined: 02 Aug 2003 Posts: 651 Location: Muffin Laboratories
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Posted: Fri Nov 19, 2004 1:40 pm Post subject: |
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| ZeAvIs wrote: | I have a few questions.
1. Is it possible for this script to remove things? Like lets say removing an MG42 from a map or something? Or removing a truck? |
It's possible to do this in etmain, as long as whatever you want to remove has a scriptname. Search for "remove" in any of the map scripts (especially in the _lms scripts, since LMS removes lots of objectives and doors.)
| ZeAvIs wrote: | | 2. Is it possible to make a certain terrain mineable/unmineable? |
I don't think so. _________________ Rain |
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nUllSkillZ
Joined: 29 Dec 2003 Posts: 62
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Posted: Mon Nov 22, 2004 9:42 am Post subject: |
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Hmm, make a terrain mineable/unmineable with a script could possibly be done by using
| Code: |
remapshader <target shader> <new shader>
remapshaderflush
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You have to know the shader that should be replaced.
And you must write a new shader (original shader minus the surfaceparm). |
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ReyalP

Joined: 25 Jul 2003 Posts: 1663
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Posted: Mon Nov 22, 2004 1:45 pm Post subject: |
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nUllSkillZ
AFAIK, the surfaceparams get cooked into the bsp, remapping the shader won't help. _________________ send lawyers, guns and money |
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*BUH*Hank
Joined: 10 Apr 2004 Posts: 22 Location: germany
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Posted: Tue Feb 15, 2005 4:59 am Post subject: Re: Scripting in ET Pro 3 |
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| duke'ku wrote: | Scripting Examples
| Code: |
create
{
scriptname "dinghy1"
origin "2650 600 100"
classname "misc_gamemodel"
modelscale 1
contents 1
mins "-90 -90 -25"
maxs "90 90 25"
clipmask 1
model "models/mapobjects/dinghy_sd/dinghy.md3"
}
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If i put this into the current battery.script i only get this
thats the current script (battery.script)
| Code: | game_manager
{
spawn
{
//bani
create
{
scriptName "backdoor"
classname "func_explosive"
targetname "backdoor"
origin "4608 -4594 1024"
mins "-63 -10 0"
maxs "63 10 128"
spawnflags 1 // AXIS_OBJECTIVE(1)
eflags 65536 // EF_FAKEBMODEL
svflags 1 // SVF_NOCLIENT
}
//bani
create
{
scriptName "backdoor_obj"
classname "trigger_objective_info"
targetname "backdoor_obj"
target "backdoor"
origin "4608 -4601 1024"
mins "-95 -85 0"
maxs "95 85 128"
spawnflags 17 // AXIS_OBJECTIVE(1) | CUSTOMIMAGE
track "the Back Door"
shortname "Back Door"
customaxisimage "gfx/limbo/cm_radar_maindoor"
}
//bani - bug fixes
create
{
scriptName "bugfix1"
classname "func_fakebrush"
origin "3632 -4313 881"
contents 65536 // CONTENTS_PLAYERCLIP
mins "-40 -1 -20"
maxs "40 1 10"
}
create
{
scriptname "dinghy1"
origin "2650 600 100"
classname "misc_gamemodel"
modelscale 1
contents 1
mins "-90 -90 -25"
maxs "90 90 25"
clipmask 1
model "models/mapobjects/dinghy_sd/dinghy.md3"
}
................
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is there something wrong ?!? _________________ [BuH]ET1|FunForEveryone
IP: 62.4.74.241:27960 (40 Slots) |
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Deus

Joined: 12 Mar 2004 Posts: 1053 Location: Germany
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Posted: Tue Feb 15, 2005 5:32 am Post subject: |
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server and client needs the model (which is available in the mapdeveloptool for et).
join poohunter.de:21337 and check the poohunter.pk3 for it if you do not want to dl the whole thing.
i use this boat too, nice for snipers  _________________
http://spielwelt15.monstersgame.net/?ac=vid&vid=39033566 |
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*BUH*Hank
Joined: 10 Apr 2004 Posts: 22 Location: germany
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Posted: Tue Feb 15, 2005 5:41 am Post subject: |
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ahh thx for the fast answer....i´ll take a look  _________________ [BuH]ET1|FunForEveryone
IP: 62.4.74.241:27960 (40 Slots) |
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uber-noob
Joined: 20 Dec 2003 Posts: 285 Location: Germany
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Posted: Tue Feb 15, 2005 8:23 am Post subject: |
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| Is there a way to show/visualize the clipping area of objects in the game? So you can better adjust the origin and mins maxs parameters. |
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Ragnar_40k

Joined: 18 Mar 2004 Posts: 394 Location: Berlin, birthplace of the Döner
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Posted: Sun May 01, 2005 12:11 pm Post subject: |
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I played around with the ETPro scripts and tried to make the axis team door next to the main gate satchable.
As first step I simply copied over the code for the battery backdoor and only changed the origin-key.
When I start the map I can throw a satchel next to the team door and get 7.5XP when I blast it. But I get no message and the teamdoor doesnt disapper.
It seems that the trigger "death" for "backdoor_obj" isn't called.
Can you say what is wrong?
| Code: | game_manager
{
spawn
{
create
{
scriptName "backdoor"
classname "func_explosive"
targetname "backdoor"
origin "-1518 16 1406"
mins "-63 -10 0"
maxs "63 10 128"
spawnflags 1 // AXIS_OBJECTIVE(1)
eflags 65536 // EF_FAKEBMODEL
svflags 1 // SVF_NOCLIENT
}
create
{
scriptName "backdoor_obj"
classname "trigger_objective_info"
targetname "backdoor_obj"
target "backdoor"
origin "-1518 16 1406"
mins "-95 -85 0"
maxs "95 85 128"
spawnflags 17 // AXIS_OBJECTIVE(1) | CUSTOMIMAGE
track "the Back Door"
shortname "Back Door"
customaxisimage "gfx/limbo/cm_radar_maindoor"
}
.
.
.
} |
| Code: | backdoor
{
spawn
{
wait 50
constructible_class 2
}
}
backdoor_obj
{
death
{
wm_announce "Allied team has destroyed the Axis Team Door!"
trigger teamonlydoor1 hide
}
}
teamonlydoor1
{
trigger hide
{
remove
// setstate teamonlydoor1 invisible
}
} |
_________________ The Emperor watch over you. |
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=FF=im2good4u

Joined: 05 Feb 2003 Posts: 3924 Location: The Netherlands, HOLLAND
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Posted: Mon May 02, 2005 8:53 am Post subject: |
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maybe u should just use setstate invisable _________________
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Ragnar_40k

Joined: 18 Mar 2004 Posts: 394 Location: Berlin, birthplace of the Döner
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Posted: Mon May 02, 2005 9:47 am Post subject: |
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| =FF=im2weak4u wrote: | | maybe u should just use setstate invisable |
The trigger backdoor_obj->death isn't called (I don't see the text from the wm_announce) . But the func_explosive "backdoor" I created is deystroyed (I get the XP for it). _________________ The Emperor watch over you. |
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[MoB]Seany

Joined: 05 Aug 2004 Posts: 163
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Posted: Thu May 05, 2005 9:29 pm Post subject: |
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With the following script, I get an empty ammo rack..well it looks empty but if you stand next to it you get ammo...and it dosnt run out. Why arnt the actual packs showing up?
| Code: | create
{
scriptname "ammo"
origin "650 -2540 975"
classname "misc_cabinet_supply"
mins "-90 -90 -25"
maxs "90 90 25"
ammototal 6
modelscale 1
contents 1
clipmask 1
model "models/mapobjects/supplystands/stand_ammo.md3"
}
create
{
scriptname "ammoarea"
origin "650 -2540 975"
classname "trigger_ammo"
modelscale 1
contents 1
mins "-90 -90 -25"
maxs "90 90 25"
clipmask 1
} |
_________________ [MoB]
NetNut: "I never cheat on a FPS game, but i will use my aimbot for Minesweeper or Solitare." |
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Rain

Joined: 02 Aug 2003 Posts: 651 Location: Muffin Laboratories
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Posted: Thu May 05, 2005 10:23 pm Post subject: |
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| [MoB]Seany wrote: | | With the following script, I get an empty ammo rack..well it looks empty but if you stand next to it you get ammo...and it dosnt run out. Why arnt the actual packs showing up? |
The trigger_ammo needs to be linked to the misc_cabinet_supply for the cabinet model to be updated. Try something like:
| Code: | create
{
targetname "ammo"
scriptname "ammo"
origin "650 -2540 975"
classname "misc_cabinet_supply"
mins "-90 -90 -25"
maxs "90 90 25"
ammototal 6
modelscale 1
contents 1
clipmask 1
model "models/mapobjects/supplystands/stand_ammo.md3"
}
create
{
target "ammo"
scriptname "ammoarea"
origin "650 -2540 975"
classname "trigger_ammo"
modelscale 1
contents 1
mins "-90 -90 -25"
maxs "90 90 25"
clipmask 1
} |
_________________ Rain |
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[MoB]Seany

Joined: 05 Aug 2004 Posts: 163
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Posted: Fri May 06, 2005 8:22 pm Post subject: |
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sorry, i was messin around with it a bit...I actually did have "targetname = ammo" in the trigger entity, thats how i was getting ammo. But I'll try the way you did it. Thanks  _________________ [MoB]
NetNut: "I never cheat on a FPS game, but i will use my aimbot for Minesweeper or Solitare." |
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[MoB]Seany

Joined: 05 Aug 2004 Posts: 163
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Posted: Sun May 08, 2005 4:09 pm Post subject: |
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Ok, now I want to get it to show up on the command map
I already have
| Code: | game_manager
{
spawn
{
create
{
targetname "ammo"
scriptname "ammo"
origin "-1373 -1100 192"
classname "misc_cabinet_supply"
angle "270"
mins "-45 -45 -25"
maxs "45 45 25"
ammototal "100"
modelscale "1"
contents "1"
clipmask "1"
model "models/mapobjects/supplystands/stand_ammo.md3"
}
create
{
target "ammo"
ammototal "40"
ammorate "1"
origin "-1373 -1100 192"
classname "trigger_ammo"
targetname "ammoarea"
scriptname "ammoarea"
modelscale "1"
contents "1"
mins "-45 -45 -25"
maxs "45 45 25"
clipmask "1"
}
create
{
targetname "health"
scriptname "health"
origin "-1488 -1175 192"
classname "misc_cabinet_health"
angle "360"
mins "-45 -45 -25"
maxs "45 45 25"
modelscale "1"
contents "1"
clipmask "1"
model "models/mapobjects/supplystands/stand_ammo.md3"
}
create
{
target "health"
scriptname "healtharea"
targetname "healtharea"
classname "trigger_heal"
origin "-1488 -1175 192"
healtotal "400"
healrate "10"
modelscale "1"
contents "1"
mins "-45 -45-25"
maxs "45 45 25"
clipmask "1"
}
create
{
classname "trigger_objective_info"
target "help_marker_toi"
scriptname "ammo_info_toi"
track "Health and Ammo Cabinets"
targetname "ammo_info_toi"
shortname "Health and Ammo Cabinets"
spawnflags "is_healthammocabinet"
infoAllied "Health and Ammo cabinets can be used as a regroup or meeting point for your squad."
infoAxis "Health and Ammo cabinets can be used as a regroup or meeting point for your squad."
customimage "gfx/limbo/cm_healthammo"
origin "-1352 -1179 256"
modelscale "1"
contents "1"
mins "-45 -45-25"
maxs "45 45 25"
clipmask "1"
}
create
{
classname "misc_commandmap_marker"
scriptname "help_marker_toi"
targetname "help_marker_toi"
contents "1"
clipmask "1"
origin "-1488 -1175 192"
} |
Its works and has a "You are near Health and Ammo" message, but what do I need to do to get it to show up ont he command map?
I did have script_mover parts as well before I removed them:
| Code: | create
{
targetname "ammo_clip"
scriptname "ammo_clip"
classname "script_mover"
spawnflags "2"
}
create
{
targetname "health_clip"
scriptname "health_clip"
classname "script_mover"
spawnflags "2"
} |
But, no matter what properties i removed, it still said a model was required for script_mover. Is a script_mover class really that important? And if so, what do I need to do to fix it? If not, then what must be done for it to show up on the command map? Thanks  _________________ [MoB]
NetNut: "I never cheat on a FPS game, but i will use my aimbot for Minesweeper or Solitare." |
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