Construction crates


(TF) #1

I made a fence that allies can destroy with satchel and axis can construct it when destroyed
It works fine but there is one thing wron - crates doesnt show when playing,but they are there in radiant :stuck_out_tongue: And i have no idea why :banghead:

The model is “models/mapobjects/cmarker/cmarker_crates.md3”
Next picture is made in radiant so there u can see keys and values that it has

And i also post the script that it uses

fence
{
	spawn
	{
		wait 400
		trigger fence setup

		constructible_class 2
	}

	trigger setup
	{
		setstate fence_materials invisible
		setstate fence_materials_clip invisible
		setstate fence_flag invisible

	}

	buildstart final
	{
		setstate fence_materials default
		setstate fence_materials_clip default
		setstate fence_flag default


	}

	built final
	{
		setstate fence_materials invisible
		setstate fence_materials_clip invisible
		setstate fence_flag invisible

		wm_announce "The Fence has been constructed!"

	}

	decayed final
	{
		setstate fence_materials default
		setstate fence_materials_clip default
		setstate fence_flag default

	}

	death
	{
		setstate fence_materials default
		setstate fence_materials_clip default
		setstate fence_flag default
		
		wm_announce "The Fence has been destroyed."

	}


}

(psyco_mario) #2

hahahahahha i had this problem yesterday, grab the .md3 model and the skin out of the pak0.pk3 and put them in the right place, close radient, open it, open map, complie, and it should be sorted, if not, delete crate and put it in again :stuck_out_tongue:

–/ Frost /–
aka psyco mario


(TF) #3

Thanks :slight_smile: ill try like this :stuck_out_tongue:
EDIT: No help :S I also tried to include these files with pk3 but still no help :disgust:
EDIT2: If i understand right then it possible that i make those crates from brushes myself and the set them as “func_brushmodel” and give them same values as those model crates? Is it possible?


(Loffy) #4

Hi
Is the crate model too low in radiant, ie it is stuck too deep into the floor? Try raising it above the floor, recompile and see what happens. If it works, move it down but not as low as before.
I would make a script_mover (complete with an origin brush) and give it the scriptname and targetname “fence_materials”. Put it next to the crates but let it stand alone (not a part of any other entity). Recompile. If all works, then this thing would be visible/invisible in game. If it is, then we know the script is working and there is probably somehting wrong with the crates.

Add a line of text (“The trigger setup-part is run!”) in this part:


   trigger setup
   {
      setstate fence_materials invisible
      setstate fence_materials_clip invisible
      setstate fence_flag invisible
      wm_announce "The trigger setup-part is run!"
   }

If you see it when the game starts, then you know that atleast this part of the script is run.
Do you see the other messages, e.g. "“The Fence has been constructed!”, "when you build/destroy the fence?

About the crates: I would have both scriptname and targetname “fence_materials” and not just targetname. I do that all the time, just to be certain.

//Loffy


(psyco_mario) #5

no, sorry i didnt mean put them in the pk3, put them in wolfenstein - enemey territory/etmain/models/mapobjects/cmarker, then try it.


(TF) #6

I know :stuck_out_tongue: I did like u said first and then if no help i included them to pk3 too just to be sure :stuck_out_tongue:

Loffy, crates are only i little on the floor and i see all the announcments i have set when its destroyed and when constructed. Everything seems to work only these crates dont show :moo:


(TF) #7

omg :stuck_out_tongue: works fine after i raised it :banana: Cant believe that this was the problem :smiley:
Thanks :slight_smile:
EDIT: btw i raised it 0.5 units higher :stuck_out_tongue:


(psyco_mario) #8

o.O


(Loffy) #9

Mapping is trial and error. The problem that you had is a classic one. It seems the model will not show up if its point of origin is stuck in a brush, or whatever.
Keep on mapping!
//Loffy