Enitity Help
I have been trying to learn how to switch some things around in the bsp file using bsp edit and been successful but can't figure out two things. How to use a models from another map or custom model. 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 and I have looked at other code from some other maps but can't get it to work. Some example code would be greatly appreciated. ;)
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Whats The Deal
20 People have viewed this and no help why? Is it a secret or something:D
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I only know how to build stuff from scratch... hump diamond for answers
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Yeah and I am dumb.
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just put in the xyz for the origin and this will create an entity of the grandfather clock model with the pendulum swinging... Code:
{ ..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:
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 |
Thank You
Thank you for taking the time to explain this I really appreciate everything you do for the dod community hope to see many more thing. Its people like yourself that have kept this game alive with the always changing plugins:D and new idea's.
Hat's Off Killemall4u |
That worked Great
The model works no pendulum Swing
The problem im having now is I can walk threw the clock how do I make it solid also a problem with ambience sound when I put the code in for it I hear the sound when I first join the game trying to trigger this to a event why is this happening. Also one more request and I'll leave you alone can you post example code for func_buttons and func_mortar_field tied together I'm having a hard time understanding it even after reading on VERC sorry its all new to me but I am trying to learn how instead of just asking for someone to do it for me lol { "origin" "815 -223 -123" "message" "ambience/ae_radio.wav" "pitchstart" "100" "pitch" "100" "health" "3" "spawnflags" "2" "targetname" "airstrike" "classname" "ambient_generic" } |
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an example would be 49 = play everywhere, start silent, and is not looped.. ................. and for hooking a button and mortar field together.. only a few keys are really of concern to have the button trigger the mortar field func_button: "target" "whatever_name_you_want" func_mortar_field: "targetname" "same_name_as_button_target" thats all that needs to be matched up to have them work together |
Thanks Again
What am I doing wrong just trying to get flyby sound then followed up by some mortars with explosions what triggers this walking in a certain location im lost please help this is what im trying to use the origins on this are not correct just example
{ "rendermode" "5" "target" "flyby" "delay" "3" "targetname" "flyby" "spawnflags" "3" "wait" "3" "speed" "5" "angles" "0 0 0" "rendercolor" "0 0 0" "spawnflags" "256" "classname" "func_button" } { "origin" "482 240 -39" "targetname" "flyby" "m_iDamage" "50" "m_iCount" "1" "m_flSpread" "64" "rendercolor" "0 0 0" "classname" "func_mortar_field" } { "origin" "-220 3260 268" "targetname" "flyby" "renderamt" "50" "rendermode" "5" "scale" "1" "model" "sprites/mapsprites/kexplosion1.spr" "framerate" "10" "angles" "0 0 0" "rendercolor" "0 0 0" "spawnflags" "2" "classname" "env_sprite" } { "origin" "-243 3227 235" "message" "ambience/forestmortar.wav" "targetname" "flyby" "spawnflags" "56" "pitchstart" "100" "pitch" "100" "health" "10" "classname" "ambient_generic" } { "origin" "-243 3227 235" "message" "ambience/flyby.wav" "targetname" "flyby" "spawnflags" "56" "pitchstart" "100" "pitch" "100" "health" "10" "classname" "ambient_generic" } Whats the chance of that plugin I know I'm not the only one that would want that plugin if you have the time:D |
Figured it out
Thanks for your help is there a way to pin point where the mortars start? How do I delay the next airstrike it just keeps going no stop lol cant even walk
Also any chance in you making that model plugin and sending me the thing for shrikebots?:D |
well the button and mortar field (tho mortar field might work with just an origin) needs to be assigned to brushes (that are already brush entities) thru the key "model" "*###" where ### is the number of the brush entity...
and as for the plugin.. there isnt one... and it would probably be quite an extensive plugin to make one that could be used for any model.. the easiest way (i guess depending on how many maps/models you'd be using) is to hard code it specific for each model.. which is also sorta a pain in the ass.. and messing with a lot of entities thru amxx can cause errors in some cases.. |
Thanks Again
Thanks again for all your help and idea's that I got from you. Did you ever find that shrikebot menu thing I could really use that?;)
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not yet.. my hard drives are a huge mess right now.. seems like ive been reformating one drive or another every other day...
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Shrikebot
Can use tell me what I have to do to get the waypoint thing to work
what do I have to put in shrike.cfg and what do I need to type in console I tried the shit on the shrikebot site but can't get the waypoints to work. |
for the actual waypoint menu built into shrikebot.. i just have this in my config.cfg:
bind "d" "waypoint menu" |
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