The Old Man
2002-08-31, 23:44
Author Message
Guest
Posted: 08 Aug 2002 06:18 am Post subject: moving entities
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is it possible to group entities to a script_mover
im tryin to add weapons to my script mover (mg42 fired by invisable user)(misc_mg42)(not sure if this will work but just thought of it)
or do u just set them up to be invisable(?) to give the illusion that the script_mover is shooting
i was hopin to use a mg42 as well as shooter_mortar/rockets
any ideas
is shooter_rockets q3 only ???
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Guest
Posted: 08 Aug 2002 05:08 pm Post subject:
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No, you can't make entities movers. I can't think of a way to make an mg42 move. However, you could make mortars move with a abit of scripting. Just setup a few mortar entities in the various locations you want them to fire from, then have you script move your object (whatever it is) to each mortar position, fire that mortar, then call a script to move the object to the next position. Should work pretty well.
- The Unknown Poster
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Guest
Posted: 09 Aug 2002 02:10 am Post subject:
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yep ur right
ive given up on the mg42
shooter_sniper dont seem to work in mp either
so im left with shooter_mortar and shooter_grenade
now all ive gotto figure out is how to call the script to trigger it repeatedly without player interaction.
mmmm......
any clues ???
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Guest
Posted: 09 Aug 2002 03:04 am Post subject:
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Look at func_timer, that can call a target_script_trigger, which can call whatever script you want. Something like:
mortar_script
{
fire
{
alertentity <targetname of your first mortar>
wait <# of milliseconds>
alertentity <targetname of your second martar>
wait <# of milliseconds>
etc
}
}
Now, if you just place your target_mortars where you want it will look like they are moving.
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Guest
Posted: 09 Aug 2002 08:14 am Post subject:
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yep cracked it
cheers 4 the help
ive done it with trigger_relay/ trigger_multiple /trigger_delay /shooter_grenade /info_notnull and put alertentity in the flightpath script (ref pinkdog_script_mover)
can now prolly take out trigger_multiple as they only fire once each
couldnt get the shooter_mortar to shoot forwards on its exit trajectory (which is a pitty cos it would make an awsome rocket ) but it always fires upwards (tried angles down/90/270 )(maybee down without info_notnull mmmmmm..... not tried that one yet)
create a plane on a bombing run
will upload what ive got sometime tonight an do a tut sometime (if i can figure out how to explain it)
but it needs tweaks to smooth it out.
feel free to look an tweak
http://hometown.aol.co.uk/pinkdog55/index.html
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Guest
Posted: 10 Aug 2002 03:02 am Post subject:
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Your mortar should target and info_null, that will control the direction it fires.
- The Unknown Poster
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Guest
Posted: 10 Aug 2002 06:17 am Post subject:
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oops
not notnull just null missed that
dam cheers
any chance of a health watch and respawn script
(not my idea but i saw it in a post over at rtcw.co.uk when lookin for info on how to make a script mover (gerbils scripting wishes i think)and its way beyond me i need a script god
mmm.... tut 3 cummin up
then it can be shot from the sky
ps. to make a proppellor im thinkin another script_mover with plane prop model (but its only textured on one side so prolly not worth the space it takes up)
any ideas ??? func_rotating wont do coz of entity
an plz dont say rebuild md3 coz i aint even looked at milkshake yet....altho.................
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Guest
Posted: 10 Aug 2002 08:01 am Post subject:
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mmmmmmmmm...............
tried info_null but got the error cant find target ??????
the manual sez use target_position instead of info_null but position aint in the target list ??????
also the model of the script_mover dissapeared but this might be because i didnt use the right .map but but...................mmmmmmm......
target_delay/target_relay/target_delay/shooter_mortar/info_null
i dont think it was shooting at the info_notnull targets but it seems to have been reading them ????????mmmmmm?????????
starting to get pissed now so its prolly not the best time to tinker wi this lol (that shuddnt bee oops it should be tipsy:))
ps. which is best
entities in the map
or script to cut down on entities????
can the script become overloaded ??????
any idea of the limits ????
as this plane thing will only be a novelty side pleasure using 2 small brushes and a model babble babble forgot nevermind
remember the old arcade games where u doged cars an stuff cummin at u mmmmm frogger for wolf lamo
ok im ramblin now
time to get more beer
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Guest
Posted: 11 Aug 2002 03:57 am Post subject:
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oww my head hurts
anyway ermm
the model dissapeared because i had scriptname in the target_delay
took it out an it seems ok
no luck at all with script_mortar
replaced info_notnull with info_null and info_notnull_big but it didnt read either target so im back to info_notnull
its still confusing me as to why?????
mabee info_null needs the scrirt way instead of the entity way ?????
or mabee its because im compiling over the old map????(full comp each time)
oh well
updated .zip with trigger_multiply removed (its completly unneccessary)
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eyeronik
Joined: 01 Aug 2002
Posts: 75
Location: uk
Posted: 12 Aug 2002 01:30 am Post subject:
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sure is confusing with guest posting on, we dont know who is who, if you can register please do, i know you cant grizzly and i take it u still havent found the problem,
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Guest
Posted: 12 Aug 2002 07:58 am Post subject:
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nope still no luck wi login but ill move mi tag to the top
an from gerbil over at rtcw.co.uk is to use long thin trigger_hurt brushes to get round no mg42's an i like it
time 4 me to chill a bit with this as ive just found theres no md3 models of tanks !!!!!
time to learn milkshape me thinks
an im off to bovington tank museum tomorrow so ill be getting a few ideas of things to build
ok the script_mover tut is done
air _attack has all the basic bits there (path_corners and faceangles will need tweakin 4 ur maps)
feel free to use an learn or just use
find it thru the link a couple of posts up
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eyeronik
Joined: 01 Aug 2002
Posts: 75
Location: uk
Posted: 13 Aug 2002 07:57 am Post subject:
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also with regard with the script_mover, theres a wolf map with a helicopter in it, it moves and it has rotating blades, so he must of found a way maybe, unless its just some mad texture, so find that map, and ask that author, i dont know the name, but it was made a few months ago, and i think he made a non heli version, and the map itself was small and a bit crappy
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Guest
Posted: 13 Aug 2002 09:16 am Post subject:
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Kinda got lost with all the posts but I just want to post a correction. If you are using a shooter_mortar, you have that target an info_NOTnull, not an info_null like I originally said. If you select the mortar and press "N" you see this described in the information there. To target the info_notnull, simply select the mortar, then select the info_notnull entity and press ctrl+k
- The Unknown Poster
Guest
Posted: 08 Aug 2002 06:18 am Post subject: moving entities
--------------------------------------------------------------------------------
is it possible to group entities to a script_mover
im tryin to add weapons to my script mover (mg42 fired by invisable user)(misc_mg42)(not sure if this will work but just thought of it)
or do u just set them up to be invisable(?) to give the illusion that the script_mover is shooting
i was hopin to use a mg42 as well as shooter_mortar/rockets
any ideas
is shooter_rockets q3 only ???
Back to top
Guest
Posted: 08 Aug 2002 05:08 pm Post subject:
--------------------------------------------------------------------------------
No, you can't make entities movers. I can't think of a way to make an mg42 move. However, you could make mortars move with a abit of scripting. Just setup a few mortar entities in the various locations you want them to fire from, then have you script move your object (whatever it is) to each mortar position, fire that mortar, then call a script to move the object to the next position. Should work pretty well.
- The Unknown Poster
Back to top
Guest
Posted: 09 Aug 2002 02:10 am Post subject:
--------------------------------------------------------------------------------
yep ur right
ive given up on the mg42
shooter_sniper dont seem to work in mp either
so im left with shooter_mortar and shooter_grenade
now all ive gotto figure out is how to call the script to trigger it repeatedly without player interaction.
mmmm......
any clues ???
Back to top
Guest
Posted: 09 Aug 2002 03:04 am Post subject:
--------------------------------------------------------------------------------
Look at func_timer, that can call a target_script_trigger, which can call whatever script you want. Something like:
mortar_script
{
fire
{
alertentity <targetname of your first mortar>
wait <# of milliseconds>
alertentity <targetname of your second martar>
wait <# of milliseconds>
etc
}
}
Now, if you just place your target_mortars where you want it will look like they are moving.
Back to top
Guest
Posted: 09 Aug 2002 08:14 am Post subject:
--------------------------------------------------------------------------------
yep cracked it
cheers 4 the help
ive done it with trigger_relay/ trigger_multiple /trigger_delay /shooter_grenade /info_notnull and put alertentity in the flightpath script (ref pinkdog_script_mover)
can now prolly take out trigger_multiple as they only fire once each
couldnt get the shooter_mortar to shoot forwards on its exit trajectory (which is a pitty cos it would make an awsome rocket ) but it always fires upwards (tried angles down/90/270 )(maybee down without info_notnull mmmmmm..... not tried that one yet)
create a plane on a bombing run
will upload what ive got sometime tonight an do a tut sometime (if i can figure out how to explain it)
but it needs tweaks to smooth it out.
feel free to look an tweak
http://hometown.aol.co.uk/pinkdog55/index.html
Back to top
Guest
Posted: 10 Aug 2002 03:02 am Post subject:
--------------------------------------------------------------------------------
Your mortar should target and info_null, that will control the direction it fires.
- The Unknown Poster
Back to top
Guest
Posted: 10 Aug 2002 06:17 am Post subject:
--------------------------------------------------------------------------------
oops
not notnull just null missed that
dam cheers
any chance of a health watch and respawn script
(not my idea but i saw it in a post over at rtcw.co.uk when lookin for info on how to make a script mover (gerbils scripting wishes i think)and its way beyond me i need a script god
mmm.... tut 3 cummin up
then it can be shot from the sky
ps. to make a proppellor im thinkin another script_mover with plane prop model (but its only textured on one side so prolly not worth the space it takes up)
any ideas ??? func_rotating wont do coz of entity
an plz dont say rebuild md3 coz i aint even looked at milkshake yet....altho.................
Back to top
Guest
Posted: 10 Aug 2002 08:01 am Post subject:
--------------------------------------------------------------------------------
mmmmmmmmm...............
tried info_null but got the error cant find target ??????
the manual sez use target_position instead of info_null but position aint in the target list ??????
also the model of the script_mover dissapeared but this might be because i didnt use the right .map but but...................mmmmmmm......
target_delay/target_relay/target_delay/shooter_mortar/info_null
i dont think it was shooting at the info_notnull targets but it seems to have been reading them ????????mmmmmm?????????
starting to get pissed now so its prolly not the best time to tinker wi this lol (that shuddnt bee oops it should be tipsy:))
ps. which is best
entities in the map
or script to cut down on entities????
can the script become overloaded ??????
any idea of the limits ????
as this plane thing will only be a novelty side pleasure using 2 small brushes and a model babble babble forgot nevermind
remember the old arcade games where u doged cars an stuff cummin at u mmmmm frogger for wolf lamo
ok im ramblin now
time to get more beer
Back to top
Guest
Posted: 11 Aug 2002 03:57 am Post subject:
--------------------------------------------------------------------------------
oww my head hurts
anyway ermm
the model dissapeared because i had scriptname in the target_delay
took it out an it seems ok
no luck at all with script_mortar
replaced info_notnull with info_null and info_notnull_big but it didnt read either target so im back to info_notnull
its still confusing me as to why?????
mabee info_null needs the scrirt way instead of the entity way ?????
or mabee its because im compiling over the old map????(full comp each time)
oh well
updated .zip with trigger_multiply removed (its completly unneccessary)
Back to top
eyeronik
Joined: 01 Aug 2002
Posts: 75
Location: uk
Posted: 12 Aug 2002 01:30 am Post subject:
--------------------------------------------------------------------------------
sure is confusing with guest posting on, we dont know who is who, if you can register please do, i know you cant grizzly and i take it u still havent found the problem,
Back to top
Guest
Posted: 12 Aug 2002 07:58 am Post subject:
--------------------------------------------------------------------------------
nope still no luck wi login but ill move mi tag to the top
an from gerbil over at rtcw.co.uk is to use long thin trigger_hurt brushes to get round no mg42's an i like it
time 4 me to chill a bit with this as ive just found theres no md3 models of tanks !!!!!
time to learn milkshape me thinks
an im off to bovington tank museum tomorrow so ill be getting a few ideas of things to build
ok the script_mover tut is done
air _attack has all the basic bits there (path_corners and faceangles will need tweakin 4 ur maps)
feel free to use an learn or just use
find it thru the link a couple of posts up
Back to top
eyeronik
Joined: 01 Aug 2002
Posts: 75
Location: uk
Posted: 13 Aug 2002 07:57 am Post subject:
--------------------------------------------------------------------------------
also with regard with the script_mover, theres a wolf map with a helicopter in it, it moves and it has rotating blades, so he must of found a way maybe, unless its just some mad texture, so find that map, and ask that author, i dont know the name, but it was made a few months ago, and i think he made a non heli version, and the map itself was small and a bit crappy
Back to top
Guest
Posted: 13 Aug 2002 09:16 am Post subject:
--------------------------------------------------------------------------------
Kinda got lost with all the posts but I just want to post a correction. If you are using a shooter_mortar, you have that target an info_NOTnull, not an info_null like I originally said. If you select the mortar and press "N" you see this described in the information there. To target the info_notnull, simply select the mortar, then select the info_notnull entity and press ctrl+k
- The Unknown Poster