Quote: Originally Posted by
Killemall4u
How to use a models from another map or custom model.
its really simple to add models, just use the env_model entity..
just put in the xyz for the origin and this will create an entity of the grandfather clock model with the pendulum swinging...
Code:
{
"origin" "xxx yyy zzz"
"spawnflags" "2"
"targetname" "clock"
"model" "models/mapmodels/grandfather_clock1.mdl"
"m_iszSequence_Off" "pend_swing"
"m_iAction_Off" "1"
"m_iszSequence_On" "pend_swing"
"m_iAction_On" "1"
"rendercolor" "0 0 0"
"rendermode" "4"
"renderamt" "255"
"classname" "env_model"
}
a possible problem with just 'copying' them from other maps and such might be the targetname...
..i cant really remember as its been a while.. but i think models you add thru ripent/bspedit must have a targetname key/value, otherwise they dont show up ingame.. i could be wrong tho.. but at least i think thats how it works..
Quote: Originally Posted by
Killemall4u
Also how to use the trigger_mulitiple to make things happen in order such as the kickass bombing flyby you have on your server I assume it has something to do with func_mortar_fields
well i dont think im currently using any trigger entities for anything anymore.. the mortar/airstrikes whatever you want to call them on ava is done with just func_buttons and func_mortar_field.. I would much rather use a trigger on it as i could probably make it better then it is now.. but it seems to lose the id of the person who hit the button when the
task is passed thru a trigger and and they dont get credit for killing anyone..
and im not totally sure.. but i think
trigger_multiple is a brush entity.. so if your 'adding' one thru bspedit you have to replace the entity on a brush thats already there..
and i think the best way to make things happen in order and such is thru the
multi_manager