mapscript truck

Discussions about ET modding (sdk code, player/weapon modeling)

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crazyfrag
Posts: 105
Joined: Fri Oct 01, 2004 1:17 pm

mapscript truck

Post by crazyfrag »

Code: Select all

               create
        {
            scriptname "trucknew"
            targetname "trucknew_1"
            origin "-2590 -2302 212"
            classname "misc_gamemodel"
            modelscale 1
	     contents 1
            clipmask 1
            model "models/mapobjects/blitz_sd/blitzbody2.md3"
why is this truck not solid ?
Dersaidin
Posts: 197
Joined: Fri Aug 06, 2004 1:55 pm
Location: Australia

Post by Dersaidin »

1) The gamemodel isnt what makes a truck solid, its the invisible brushes with the model.
2) Solid on those brushes is set by a spawnflag. Look in radient to find which one.
3) Find a map that has a truck similar to the one you want (ie, same number of barriers). Then copy the entities to your map/mapscript.
crazyfrag
Posts: 105
Joined: Fri Oct 01, 2004 1:17 pm

Post by crazyfrag »

is there a list where i can see all the spwanflags
Dersaidin
Posts: 197
Joined: Fri Aug 06, 2004 1:55 pm
Location: Australia

Post by Dersaidin »

I think points 1, 2 and 3 cover this query.

Another point, you'll find it extremely difficult to script the invisible brushes into existance, unless there's a entity truck of the same shape already on the map (ie, the brushwork already exists as a model in the bsp).
crazyfrag
Posts: 105
Joined: Fri Oct 01, 2004 1:17 pm

Post by crazyfrag »

yeah i try on caen2 and there is a truck

in the bsp file line 34277

Code: Select all

{
"classname" "misc_gamemodel"
"origin" "-1954 -1434 171"
"model" "models/mapobjects/blitz_sd/blitzbody2.md3"
"angle" "90"
}
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