moving objects using etpro mapscrips

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m4TT3rs
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moving objects using etpro mapscrips

Post by m4TT3rs »

hi,

i'm trying to make an into for a fragmovie and i wanted to move the truck on oasis (the one standing in the middle of the guns-yard)towards the road with the burning tanks. then it has to drive from there towards its original position.
i was wondering if that is possible with mapscripts (and how couse i cant find mutch about that). or do i need to edit the map and create a new one with a moving truck?

i hope you guys can help me with it

tnx in advance

m4TT3rs
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=FF=im2good4u
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Post by =FF=im2good4u »

it is posable i think but i to sleepy to help u atm
m4TT3rs
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Post by m4TT3rs »

ow nice, i'll have a deeper look into the scripts then and hope i can find some example scripts to moving objects and stuff.
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Post by =FF=im2good4u »

oke im awake now :D

the truck is probely a model i dunno if u can move it unless u can chnace it into a script_mover but u cna spawn your own script_mover whit the looks of the truck an move that instead
m4TT3rs
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Post by m4TT3rs »

ic,

has something simular been done before that you know of? so i can see some example code?

and is there some kind of "help" or "syntax-list" somewhere, could be handy :).
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ReyalP
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Post by ReyalP »

It depends what kind of model the truck is. If it is a misc_model, you may have problems, as they are baked into the .bsp.

If it is a misc_gamemodel you may be able to convert it to a script_mover, or, faling that, remove it and spawn a new script_mover using the same model.

If it is a misc_model, you might be able to hide it by remapping its shaders to completely transparent ones, and then spawning your own script_mover. Note that you can't use the standard common/nodraw shader for this, as that is done at compile time. You could use a shader with a completely transparent alpha channel however.

Since you are doing this for a movie intro, it shouldn't matter that the clipping of the original model is still there.
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Post by =FF=im2good4u »

i dont tikn u can removes gamemodels since .. well i dunno i dont think they ot a scriptname or targername to referend to them
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Post by gotenks »

can you move them outside the map borders? such as putting things into hills or inside a building that you can't reach
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m4TT3rs
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Post by m4TT3rs »

well i only need it for a intro, so if i cant move the truck and have to create a new one i just remove/move the old one or place my camera to a position where it doesnt matter if the old one is still there. the only thing is that it needs to be a truck with a roof. so cant use one like in supply or gold.

about the truck how can i see what type it is, i'm a newbie to this scripting language aswel as game-related coding/scripting so i'm gonna need alot of help i think.

ps. do any of you have a good tutorial about mapping in et, so i can look at that too.
nUllSkillZ
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Post by nUllSkillZ »

It's a "misc_gamemodel" but it hasn't got a scriptname or a targetname.
You will find a very good scripting tutorial on Ifurita's homepage (a pdf document):
http://planetwolfenstein.com/4newbies

And you will find some mapping tutorials on surface.
http://www.wolfensteinx.com/surface/

As far as I remember EB has made some tutorial maps:
http://www.spyjuice.com/ld.htm

And of course you should take a look here in the forums on into the thread about etpro mapscripting:
http://bani.anime.net/banimod/forums/vi ... php?t=3328
m4TT3rs
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Post by m4TT3rs »

tnx, now its reading time :p
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ReyalP
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Post by ReyalP »

gotenks wrote:can you move them outside the map borders? such as putting things into hills or inside a building that you can't reach
Without a scriptname or targetname they are pretty much inaccessible from scripting.

Since it is only an intro, you might just want to hex it out of the .bsp
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