Soviet's Mapping Help
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what are you trying to say soviet?
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
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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.Soviet wrote: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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You make 3 sections of wall.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?
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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I found it on filefront: CoD models and textures list
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- Core Staff
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- Joined: April 13th, 2005, 8:22 pm
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I got em, I just dont use them. The things I use are easy to find anywayLuke wrote:This list shows pictures of them tho. good thing to haveDrofder2004 wrote:xmodels folder tbh


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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:
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?
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
}
}
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]
"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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