Page 1 of 3
How can you spawn a solid model players can't walk through
Posted: February 28th, 2010, 10:58 pm
by xeno
Question rephrased a little bit: How can you make a model you spawn solid players can't walk through it?
Need a scripting command. Making a mod and need to be able to spawn a model that players can jump on or can't walk though. Thanks.
Re: How can you spawn a solid model players can't walk through
Posted: March 1st, 2010, 1:24 am
by Drofder2004
If I recall correctly, this is something that is impossible in the early CoD Games.
Re: How can you spawn a solid model players can't walk through
Posted: March 1st, 2010, 2:10 am
by xeno
Weird, because I thought I remembered seeing a mod where they were able to jump and spawn a box below them and just keep doing it to reach really high heights.
Re: How can you spawn a solid model players can't walk throu
Posted: March 12th, 2010, 7:59 pm
by BatterY
ok, first of all its from zombie mod. 2nd, im now trying to search the correct code.
Re: How can you spawn a solid model players can't walk throu
Posted: March 12th, 2010, 8:14 pm
by waywaaaard
if you have the zombie mod, please link to it or give the name and I can have a look in the scripts
Re: How can you spawn a solid model players can't walk throu
Posted: March 12th, 2010, 8:16 pm
by BatterY
...some time later ive found something:
Code: Select all
#include "ui_mp/menudef.h"
#define ORIGIN_QUICKMESSAGETAB 32 224
#define ORIGIN_QUICKMESSAGEWINDOW 32 256
// TITLE
itemDef
{
name "title"
visible 1
rect 0 0 224 32
origin ORIGIN_QUICKMESSAGETAB
style WINDOW_STYLE_FILLED
forecolor 1 1 1 1
backcolor 0 0 0 0.7975
type ITEM_TYPE_TEXT
text "^1QUICK ZOMBIE"
textfont UI_FONT_NORMAL
textscale .24
textalignx 112
textaligny 24
textalign ITEM_ALIGN_CENTER
decoration
}
itemDef
{
name "title_quickmessage_gray"
visible 1
rect 3 3 218 29
origin ORIGIN_QUICKMESSAGETAB
style WINDOW_STYLE_FILLED
backcolor 1 1 1 .125
decoration
}
itemDef
{
name "window"
group ingamebox
visible 1
rect 16 20 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "^11. Drop Mine"
decoration
}
execKey "1" { scriptMenuResponse "1"; close quickzombie }
itemDef
{
name "window"
group ingamebox
visible 1
rect 16 36 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "^12. Drop Med Kit"
decoration
}
execKey "2" { scriptMenuResponse "2"; close quickzombie }
itemDef
{
name "window"
group ingamebox
visible 1
rect 16 52 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "^13. Drop Current Weapon"
decoration
}
execKey "3" { scriptMenuResponse "3"; close quickzombie }
itemDef
{
name "window"
group ingamebox
visible 1
rect 16 68 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "^14. Suicide"
decoration
}
execKey "4" { scriptMenuResponse "4"; close quickzombie }
itemDef
{
name "window"
visible 1
rect 16 84 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "@QUICKMESSAGE_ESC_EXIT"
decoration
}
}
}
but there is no "Place Crate" or "Place Zombie Step" or something smiliar to that
back to work...
Re: How can you spawn a solid model players can't walk throu
Posted: March 13th, 2010, 3:15 pm
by Drofder2004
That does nothing.
I checked all the Zombie mods I could find and not even an idea of crate placing came up...
Re: How can you spawn a solid model players can't walk throu
Posted: March 13th, 2010, 3:16 pm
by Rezil
I'm not sure what he wants, to spawn a model that is solid and players can't walk through it?
Re: How can you spawn a solid model players can't walk throu
Posted: March 13th, 2010, 3:19 pm
by Drofder2004
Rez|l wrote:I'm not sure what he wants, to spawn a model that is solid and players can't walk through it?
Yes. The object is a solid model and therefore players cannot walk through it.
Re: How can you spawn a solid model players can't walk throu
Posted: March 13th, 2010, 3:35 pm
by Rezil
Code: Select all
model = spawn("misc_model", (0,0,0));
model.angles = origin.angles; //make a script_origin somewhere
model setmodel("xmodel/bleh");
Something like that?
Re: How can you spawn a solid model players can't walk throu
Posted: March 13th, 2010, 5:44 pm
by Drofder2004
Rez|l wrote:Code: Select all
model = spawn("misc_model", (0,0,0));
model.angles = origin.angles; //make a script_origin somewhere
model setmodel("xmodel/bleh");
Something like that?
That spawns a non solid model. vCoD (like all the other series) uses a collmap model system, where the models are actually ALWAYS non-colliding. When you compile the compiler automatically assigns each model a collmap, which creates a clip around the object, making it appear solid.
Re: How can you spawn a solid model players can't walk throu
Posted: March 13th, 2010, 5:54 pm
by Rezil
Any way to spawn solid brushes via script?
Re: How can you spawn a solid model players can't walk throu
Posted: March 13th, 2010, 6:12 pm
by waywaaaard
Hm haven't seen a way though.
Make 60 brushes in your map and place them somewhere outside. Manage those all in an array and set a limit how many a player can place.
Now if a player wants to spawn one, search for a free brush, make it nonsolid() and move it to the player now make it solid(). Make a function that allows a player to free all brushes he used. Those brushes will now go back to the place outside of the map and can be used for something else.
Array: [60][2] so you have
[*][0]
ent
[*][1]
player who is using it or null
each player has wether a limit of brushes he is allowed to use or first come first serve
ofc you can store additional information and other stuff
Re: How can you spawn a solid model players can't walk throu
Posted: March 13th, 2010, 7:55 pm
by Drofder2004
If I remember correctly, they introduced a "setbounds" command in one game. Although removed at least in CoD4...
Re: How can you spawn a solid model players can't walk throu
Posted: April 11th, 2010, 11:47 am
by megazor
There is a long, tiresome way not to let players be in a certain place:
1. Create a function that returns true if a player is in some place (checking if the player's coordinates correspond to given coordinate ranges.
2. Make an infinite loop with this function inside.
This way isn't perfect though, but, as far as we see, it's the only way to do it.