Uh... no. He states that you wont see anything if you just copy it.... There is an additional file.Nail wrote:Ctrl c, Ctrl v
Scripting in ET Pro 3
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What did you do exactly? Since I've read this stuff first time I'm somehow captured in a scripting nightmare!Hadr0 wrote: The ladder was a dirty hack, based on the fueldump-ladder model. So its probably not possible on other maps.
OK... my knowledge of scripting is (STILL!) not mentionable but lastly all beginnings are difficult, huh?!
so related to your link above and some 1000 other very interesting sites I tried it with a script_mover so far combined with the original model
changed origins for moving it over the map and got a perfect copy of the original ladder so far BUT how did you rotate it? tried it already with the angle + angles key... inside script_mover although it's not a valid key for that kind of script?!
however - it changed nothing so I tried it with a separate faceangles part
which also did not result in any satisfying result maybe apart from the fact, that the ladder is invisible&untouchable now - so at least one thing has changed
but that was more a lame copy&paste try based on some google results than anything else because I'm (even still) not really used to these X Y Z + gotomarks etc axes stuff
nevertheless the solution for this ladder stuff has become some kind of very important level in the meanwhile because since I've started dealing with this scripting stuff I just want (to learn) more ...
so in case of your agreement to share this with the community pls don't forget to comment it out a bit... at least the rotation part
many thanks in advance
Noc
p.s.:
last not least a big thx to whole etpro team in this way + my absolute agreement to:
Hadr0 wrote: I'd like to request the ETPro devs if they can make surface flags (minable, ladder) available somehow. also, more solid models/fakebrushes would be handsome ^^
okay, you'll need to put these two in the game_manager spawn function:
'modelscale 2' doesnt actually scale it, but it seems to make the ladder invisible, which prevents visual problems when both ladders are in the field of view. Not to mention the used model is a little too short, which gets partially filled up by the misc_gamemodel so players cant get stuck under it. ladder_section.md3 can be found in our pk3 file.
And this one as a separate function:
Model *121 refers to the ladder attached to the fuel dump itself. The strange thing about working with this model is that the origin is not at the center of the object but lays at the map origin. So rotating it even over a small angle is likely to push it out of the map.
As you see here, the object gets rotated over 180 degrees, which makes the coordinates of where it will be, fairly easy to predict. To be precise, it will be at the spot of the real ladder (/viewpos when ur on it), but the coordinates get their sign flipped. So it will be wayy off the map. Then you move the origin of this new rotated system in such a way that the ladder enters the map and gets to the spot you want. Some calculating + more trail-and-error would be required.
(ofcourse the rotation really happens after the translation but since these operations are commutable, you can choose what you prefer to think of)
Code: Select all
//hadro - depot facade ladder
create
{
classname "script_mover"
scriptname "myladder"
targetname "myladder"
origin "-20056 -12827 165"
spawnflags "2"
model "*121"
modelscale "2" //seems to make it invisible => prevents 'vis' problems
}
create
{
classname "misc_gamemodel"
scriptname "myladder_skin"
targetname "myladder_skin"
model "models/mapobjects/ladder_section.md3"
origin "-9225 -5667 460"
mins "-20 0 -300"
maxs "20 1 0"
contents "65536"
angle "270"
}
And this one as a separate function:
Code: Select all
myladder
{
spawn
{
wait 100
faceangles 0 180 0 1
}
}
As you see here, the object gets rotated over 180 degrees, which makes the coordinates of where it will be, fairly easy to predict. To be precise, it will be at the spot of the real ladder (/viewpos when ur on it), but the coordinates get their sign flipped. So it will be wayy off the map. Then you move the origin of this new rotated system in such a way that the ladder enters the map and gets to the spot you want. Some calculating + more trail-and-error would be required.
(ofcourse the rotation really happens after the translation but since these operations are commutable, you can choose what you prefer to think of)
Hi
Just wanna mension a fix in health ammo cabs script from seany.
got it working and showing up on command map.
Probably he forgot to set spawnflag in TOI.
Added my info on wolfwiki.
Greets WhooSaaa
Just wanna mension a fix in health ammo cabs script from seany.
got it working and showing up on command map.
Probably he forgot to set spawnflag in TOI.
Added my info on wolfwiki.
Greets WhooSaaa
hey...
can you help me with ladder on venice...?
here:
img 1
img 2
img 3
its my script:
its what i have now:
and error xD
flying doors xD
can you help me with ladder on venice...?
here:
img 1
img 2
img 3
its my script:
Code: Select all
create
{
classname "script_mover"
scriptname "myladder"
targetname "myladder"
origin "3437 781 55"
spawnflags "2"
model "*121"
modelscale "2" //seems to make it invisible => prevents 'vis' problems
}
create
{
classname "misc_gamemodel"
scriptname "myladder_skin"
targetname "myladder_skin"
model "textures/alpha/ladder.tga"
origin "3437 781 55"
mins "-20 0 -300"
maxs "20 1 0"
contents "65536"
angle "-178"
}
its what i have now:
and error xD
flying doors xD