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[MoB]Seany

Joined: 05 Aug 2004 Posts: 163
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Posted: Tue May 10, 2005 9:41 am Post subject: |
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Sorry, let me clean it up a bit..
[MoB]Seany wrote: | 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"
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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Rookie One

Joined: 02 Nov 2005 Posts: 28 Location: Ruda Slaska, Poland
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Deus

Joined: 12 Mar 2004 Posts: 1053 Location: Germany
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WeblionX

Joined: 08 Sep 2002 Posts: 1163 Location: Tseaby
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Posted: Fri Nov 11, 2005 7:45 pm Post subject: |
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Just make sure bani makes a backup of the wiki before deleting. XD _________________ Weblion "Th' Politically Inco'reck Tiger" X
If a VCR uses the 24-hour time format, does it still blink 12:00 after a power outage?
Pushing electrons since 1990
120VAC -> Ground == Bad |
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Deus

Joined: 12 Mar 2004 Posts: 1053 Location: Germany
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Rookie One

Joined: 02 Nov 2005 Posts: 28 Location: Ruda Slaska, Poland
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BuLLitz
Joined: 20 Feb 2007 Posts: 10
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Posted: Wed Mar 07, 2007 3:21 pm Post subject: |
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If I spawn a Dinghy on the shore where the ground is not flat, how do I get the clip to be at the same angles as the Dinghy?
I understand how to rotate and angle the dinghy and resize the clip (I think that's what you call the solid portion) does the clip does not angle with the dinghy.
Can this be done? Does anyone have an example? |
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WeblionX

Joined: 08 Sep 2002 Posts: 1163 Location: Tseaby
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Posted: Wed Mar 07, 2007 10:53 pm Post subject: |
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Fakebrushes cannot be created in the way necessary to cover a sloping object. _________________ Weblion "Th' Politically Inco'reck Tiger" X
If a VCR uses the 24-hour time format, does it still blink 12:00 after a power outage?
Pushing electrons since 1990
120VAC -> Ground == Bad |
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BuLLitz
Joined: 20 Feb 2007 Posts: 10
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Posted: Thu Mar 08, 2007 5:39 am Post subject: |
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Bummer dude.
We used to do that in MOHAA... We could spawn platforms with mounted MG's that circled the map and all kinds of other crazy stuff... On one map, when there was 3 minutes left, we turned everyone into Tanks and forced everyone to have bazookas. From a spectator perspective that looked quite cool.
No other way to spawn an object in ET as "solid" using the script file? |
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nUllSkillZ
Joined: 29 Dec 2003 Posts: 62
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Posted: Thu Mar 08, 2007 9:36 am Post subject: |
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Isn't contents 1 = solid? |
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ReyalP

Joined: 25 Jul 2003 Posts: 1663
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Posted: Thu Mar 08, 2007 5:02 pm Post subject: |
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nUllSkillZ wrote: | Isn't contents 1 = solid? |
You can't do it from mapscript. Everything that isn't a simple axis aligned bounding box has to come from the BSP file.
The spawnflag that makes md3 models solid is just a trick where the compiler creates (ugly) clip brushes from the model. _________________ send lawyers, guns and money |
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WeblionX

Joined: 08 Sep 2002 Posts: 1163 Location: Tseaby
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Posted: Fri Mar 09, 2007 9:43 pm Post subject: |
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And by ugly he means 99.999% of them wind up with clip brushes that make no sense and cause problems, with 50% of those causing noticeable drops in FPS. Mind you, script_movers have a "solid" spawnflag but that's a different thing entirely, except that it is also a compiler flag. _________________ Weblion "Th' Politically Inco'reck Tiger" X
If a VCR uses the 24-hour time format, does it still blink 12:00 after a power outage?
Pushing electrons since 1990
120VAC -> Ground == Bad |
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Hadr0

Joined: 15 Dec 2005 Posts: 5 Location: shiven
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Posted: Mon Aug 06, 2007 5:08 am Post subject: |
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running a modded mapscript on shiven.net:27960 fueldump only server.
its wouldn't have been possible without examples from this thread and http://games.chruker.dk/enemy_territory/entities.php
a hard core clanplayer was interested in the east-fence door so i thought i'd share this part with the community.
this stuff in the game_manager-spawn function:
Code: |
//hadro - east fence door
create
{
classname "path_corner"
scriptname "mydoor_endpos"
targetname "mydoor_endpos"
origin "-10420 -7285 250"
}
create
{
classname "path_corner"
scriptname "mydoor_begpos"
targetname "mydoor_begpos"
origin "-10420 -7185 250"
}
create
{
classname "func_invisible_user"
scriptname "mydoor_button"
targetname "mydoor_button"
target "mydoor_handle"
origin "-10420 -7185 250"
ainame "player"
cursorhint "hint_button"
allowteams "5" //axis + disguised cvops
mins "-6 -75 -75"
maxs "6 75 75"
}
create
{
classname "trigger_multiple"
scriptname "mydoor_keepopen"
targetname "mydoor_keepopen"
target "mydoor_handle"
origin "-10420 -7185 250"
mins "-6 -75 -75"
maxs "6 75 75"
}
create
{
classname "target_script_trigger"
scriptname "mydoor_handle"
targetname "mydoor_handle"
target "doit"
origin "-10410 -7080 250"
}
create
{
classname "misc_gamemodel"
scriptname "mydoor"
targetname "mydoor"
model "models/mapobjects/port.md3"
origin "-10420 -7185 250"
contents "65536"
mins "-6 -75 -75"
maxs "6 75 75"
}
create
{
classname "func_fakebrush"
scriptName "mydoor_clip"
targetname "mydoor_clip"
origin "-10420 -7285 250"
contents "65536"
mins "-6 -75 -75"
maxs "6 75 75"
}
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these as seperate functions:
Code: |
mydoor_handle
{
trigger doit
{
trigger mydoor okidee
}
}
mydoor
{
spawn
{
wait 200
setstate mydoor invisible
setstate mydoor_button invisible
setstate mydoor_keepopen invisible
setstate mydoor_clip invisible
}
trigger opensnd
{
playsound sound/movers/doors/door2_open.wav
}
trigger okidee
{
resetscript
setstate mydoor_button invisible
setstate mydoor_keepopen default
accum 0 trigger_if_equal 0 mydoor opensnd
accum 0 set 1
gotomarker mydoor_endpos 128 wait
wait 2000
accum 0 set 0
gotomarker mydoor_begpos 128 wait
playsound sound/movers/doors/door6_endc.wav volume 127
setstate mydoor_keepopen invisible
setstate mydoor_button default
}
trigger fastshut
{
resetscript
halt
accum 0 set 0
setposition mydoor_begpos
}
}
|
almost forgot :o
Code: |
// ============================================================================
// Fuel Dump Barricades
// ============================================================================
frontdump
{
spawn
{
set
{
model "*28"
}
wait 200
constructible_class 2
setstate frontdumpmaterials_stage1 default
setstate frontdumpmaterials_stage2 default
setstate frontdump1_trighurt invisible
setstate frontdump2_trighurt invisible
}
built stage1
{
setstate frontdumpmaterials_stage1 invisible
setstate frontdump1_trighurt default
}
death
{
setstate frontdumpmaterials_stage1 default
setstate frontdump1_trighurt invisible
wm_announce "Allied team has destroyed the East Axis Base Fortification!"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed"
}
buildstart final
{
setstate mydoor underconstruction
}
decayed final
{
setstate mydoor invisible
}
built final
{
setstate frontdumpmaterials_stage2 invisible
setstate mydoor_clip default
setstate mydoor_keepopen invisible
setstate mydoor_button default
setstate mydoor default
wm_announce "Axis team has constructed the East Axis Base Fortification!"
wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
}
destroyed final
{
trigger mydoor fastshut
wait 20
setstate frontdumpmaterials_stage2 default
setstate mydoor invisible
setstate mydoor_button invisible
setstate mydoor_keepopen invisible
setstate mydoor_clip invisible
wm_announce "Allied team has damaged the East Axis Base Fortification!"
wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached"
wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed"
wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
}
}
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NOTES
'fastshut' was a bugfix.. without it the door gets messy if it gets blown while open. i'm not sure if the 'resetscript' stuff is still useful atm but it doesnt seem to hurt.
Of course you won't see anything if you just copy-paste this.. you'll need to have "models/mapobjects/port.md3" which is a custom .md3 model (made with Milkshape) that you auto-download if you join shiven.net :>
The ladder was a dirty hack, based on the fueldump-ladder model. So its probably not possible on other maps.
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 ^^ |
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BuLLitz
Joined: 20 Feb 2007 Posts: 10
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Posted: Mon Aug 06, 2007 3:32 pm Post subject: |
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Would it be possible for you to package this so I can download it? |
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Nail

Joined: 02 Jan 2004 Posts: 425
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Posted: Mon Aug 06, 2007 8:29 pm Post subject: |
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Ctrl c, Ctrl v _________________ Improvise, Adapt, Overcome |
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