Command Post Skin/Invisibility Issues


(drewslater) #1

I followed Theisy’s cmd post tutorial and the construction/destruction works except that all three models (NOT clip brushes) are displayed at all times. The proper clip brushes move correctly with closed/built/destroyed stages but all three models are displayed unskinned. I added the “skin” key with paths identical to the models except that .skin replaces .md3. These .skin files are present in these locations in my pak0.pk3. Here’s a shot of what I’m talking about:

I have all three stages slightly apart from each other for debugging; They will be placed on top of each other when I get it working properly. Here is relevent scripting part:


allied_radio_destroyed 
{ 
	spawn 
	{ 
		wait 400 
		setstate allied_radio_destroyed invisible 
		setstate allied_radio_destroyed_model invisible 
	} 

	trigger hide 
	{ 
		setstate allied_radio_destroyed invisible 
		setstate allied_radio_destroyed_model invisible 
	} 

	trigger show 
	{ 
		accum 0 abort_if_equal 0 
		setstate allied_radio_destroyed default 
		setstate allied_radio_destroyed_model default 
	} 

	trigger enable 
	{ 
		accum 0 set 1 
	} 
} 

allied_radio_closed 
{ 
	trigger hide 
	{ 
		setstate allied_radio_closed invisible 
		setstate allied_radio_closed_model invisible 
	} 

	trigger show 
	{ 
		accum 0 abort_if_equal 1 
		setstate allied_radio_closed default 
		setstate allied_radio_closed_model default 
	} 

	trigger disable 
	{ 
		accum 0 set 1 
	} 
} 

allied_radio_built 
{ 
	spawn 
	{ 
		wait 400 

		constructible_class 2 

		trigger allied_radio_built setup 
	} 

	trigger setup 
	{ 
		setchargetimefactor 0 soldier 1 
		setchargetimefactor 0 lieutenant 1 
		setchargetimefactor 0 medic 1 
		setchargetimefactor 0 engineer 1 
		setchargetimefactor 0 covertops 1 
		sethqstatus 0 0 
	} 

	buildstart final 
	{ 
		trigger allied_radio_built_model trans 

		trigger allied_radio_destroyed hide 
		trigger allied_radio_closed hide 
	} 

	built final 
	{ 
		trigger allied_radio_built_model show 

		trigger allied_radio_destroyed enable 
		trigger allied_radio_closed disable 

		trigger allied_radio_built_model enable_allied_features 

		enablespeaker allied_compost_sound 
	} 

	decayed final 
	{ 
		trigger allied_radio_built_model hide 

		trigger allied_radio_destroyed show 
		trigger allied_radio_closed show 
	} 

	death 
	{ 
		trigger allied_radio_built_model hide 

		trigger allied_radio_destroyed show 

		trigger allied_radio_built_model disable_allied_features 

		disablespeaker allied_compost_sound 
	} 
} 

allied_radio_built_model 
{ 
	spawn 
	{ 
		wait 400 
		setstate allied_radio_built_model invisible 
	} 

	trigger show 
	{ 
		setstate allied_radio_built_model default 
	} 

	trigger hide 
	{ 
		setstate allied_radio_built_model invisible 
	} 

	trigger trans 
	{ 
		setstate allied_radio_built_model underconstruction 
	} 

	trigger enable_allied_features 
	{ 
		setchargetimefactor 0 soldier 0.75 
		setchargetimefactor 0 lieutenant 0.75 
		setchargetimefactor 0 medic 0.75 
		setchargetimefactor 0 engineer 0.75 
		setchargetimefactor 0 covertops 0.75 
		sethqstatus 0 1 

		wm_announce "Allied Command Post constructed. Charge speed increased!" 

// *----------------------------------- vo ------------------------------------------* 
		wm_teamvoiceannounce 0 "allies_hq_compost_constructed" 

		wm_teamvoiceannounce 1 "axis_hq_compost_constructed_allies" 

		wm_removeteamvoiceannounce 0 "allies_hq_compost_construct" 
// *----------------------------------- vo ------------------------------------------* 

		wm_objective_status 2 1 2 
		wm_objective_status 2 0 1 

	} 

	trigger disable_allied_features 
	{ 
		// Some kind of UI pop-up to alert players 
		wm_announce "Axis team has destroyed the Allied Command Post!" 

		// *----------------------------------- vo ------------------------------------------* 
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct" 

		wm_teamvoiceannounce 0 "axis_hq_compost_damaged" 
		// *----------------------------------- vo ------------------------------------------* 

		setchargetimefactor 0 soldier 1 
		setchargetimefactor 0 lieutenant 1 
		setchargetimefactor 0 medic 1 
		setchargetimefactor 0 engineer 1 
		setchargetimefactor 0 covertops 1 
		sethqstatus 0 0 

		wm_objective_status 2 1 0 
		wm_objective_status 2 0 0 
	}
} 


Any ideas? Thanks for the help!

ATS


(drewslater) #2

Nobody has any ideas? I checked goldrush and my skin/model keys are the same (well basically because I am using allied only cmd post models instead of neutral) I also have the entire radios_sd path extraced to my etmain directory but it still can’t find the textures and it won’t make 2 of the 3 invisible at any time (although the clip brushes do move correctly so I just need to fix the model visibility problem) Thanks.

ATS