Soviet's Mapping Help

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Soviet
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Post by Soviet » March 18th, 2006, 10:04 pm

not really, i just didn't work on it during the week due to school, and im making sure its not flawed as i make it (no clipping textures, no script errors, etc)

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Post by Soviet » March 19th, 2006, 11:25 pm

is it possible to have 2 use buttons that do the exact same thing without having to rescript the new one well?

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Post by Nightmare » March 19th, 2006, 11:43 pm

what are you trying to say soviet?
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Post by Luke » March 20th, 2006, 12:25 am

Soviet wrote:is it possible to have 2 use buttons that do the exact same thing without having to rescript the new one well?
If you want the same trigger in more than one place to do the same thing, you should select all the trigger brushes, then make them a trigger_use...select any previos ones u made first and right click > ungroup entity first. coz u gotta make them into a trigger_use or w/e at the same time.

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Post by Soviet » March 20th, 2006, 12:31 am

ok, thanks for your help luke, one more thing. Lets say i wanted a ladder to be a net. So i've made the ladder brush extending from the net, and i've made the net. But the net is causing you to see through the walls it is touching, what do i need to do to it to make it look right?

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Post by Drofder2004 » March 20th, 2006, 10:12 am

Soviet wrote:ok, thanks for your help luke, one more thing. Lets say i wanted a ladder to be a net. So i've made the ladder brush extending from the net, and i've made the net. But the net is causing you to see through the walls it is touching, what do i need to do to it to make it look right?
You make 3 sections of wall.

1st brush is ladder.
2nd brush is nodraw, and then texture only the front (the side you see as the net
3rd a wall.

The wall stops you from seeing through. (When I get home I may release something that will be helpful to you and many other people :))
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Post by Soviet » March 22nd, 2006, 5:21 am

thanks for that...is there any existing list or accessible view of the models of call of duty that i can use in my map like tables, barrels, etc. I checked modsonline but i didn't see anything

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Post by Grom » March 22nd, 2006, 11:39 am

There was one at modsonline.com before, but Im not sure if it´s there anymore though.
I got it on my machine, will upload it when I get home.. :wink:

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Post by Luke » March 22nd, 2006, 1:40 pm

I found it on filefront: CoD models and textures list

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Post by Drofder2004 » March 22nd, 2006, 2:15 pm

xmodels folder tbh :P
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Post by Luke » March 22nd, 2006, 2:35 pm

Drofder2004 wrote:xmodels folder tbh :P
This list shows pictures of them tho. good thing to have :wink:

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Post by Drofder2004 » March 22nd, 2006, 4:14 pm

Luke wrote:
Drofder2004 wrote:xmodels folder tbh :P
This list shows pictures of them tho. good thing to have :wink:
I got em, I just dont use them. The things I use are easy to find anyway :P
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Post by Soviet » March 22nd, 2006, 9:51 pm

alright thanks, ill check it when i get home from school

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Post by Soviet » March 23rd, 2006, 3:27 am

yep, it works great, thanks luke.

I've got a trapdoor opening by rotation at one end in my map. I made a brush for the door, an 8x8xsomewhere around 128 along the side and made it origin texture. Then i selected both and made them a script brush_model and named them trapdoor. then i made a button with trigger texture, and made targetname trapdoor_trigger. Then i proceeded to create a .gsc file which is as follows below:

Code: Select all

main()
{
trapdoor();

}

trapdoor()

{

//get all parts of the trapdoor

door = getent ("trapdoor","targetname"); //the door it self with the origin 
door_trigger = getent ("trapdoor_trigger","targetname"); // a trigger use to activte the door

//now lets make it move 

while(1)

	{
	door_trigger waittill ("trigger"); 
	door rotateto (110,1.5,0.5,0);	//  you can change values here to make it go open slower or faster or rotate further

	wait 4; // door waits 4 seconds then moves back

	door rotateto (-110,1.5,0.5,0); //firt value needs to be the opposit of the value in the irst rotate
	door waittill ("rotatedone");
	
	level thread trapdoor(); //so you can do it all over again
	}
}
then i added the command of recognition in my main .gsc file, compiled and put the map in my .pk3. When i go to test it i press the button and nothing happens though. Any suggestions on what i am doing wrong?

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Post by Nightmare » March 23rd, 2006, 3:59 am

is the trigger correctly named?
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet

-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]

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