Construction Models - Crates not going Invis


(swaggers) #1

My construction routine generally works. The wall is gone on start-up, it has the construction look during construction, and it’s there once it’s up.

My problem is the crates don’t go invis.

I assume this has something to do with the fact that you can walk right through them.

What do I need to do to make my crates solid and so they will disappear.

I looked at the goldrush map but I don’t see anything different there.

I assume it has something to do with this paragraph from the LDR.

"Create a rough set of clip brushes which mirror the shape of the construction crates model. Then create an origin brush, select all the previously created clip brushes and converted them into a func_static entity. Select the func_static entity and set the targetname and scriptname keys so that it can be referred to by the script. "

This is my first mapping and I don’t understand most of those words.


(hummer) #2

It might be a better idea to worry about learning to map first… rather than scripting entites right of the bat. When you go through tutorials, and teach yourself how to map, these words will become familiar to you.

Check out the sticky link at the top of this forum for resources related to learning how to map.


(Lanz) #3

It’s handled with the setstate function in scripts IIRC.


(swaggers) #4

Lanz,

I have the scripting right. I know this because the constructed part is invisible to start, in the construction view for build, and it’s there at the end. But the crates will not go away. I was wondering if there is something special you need to do with the crates since they are a misc_gamemodel.


(Lanz) #5

So you are doing this in the script then?

built final
{
setstate axis_compost_built_model default
setstate neutral_compost_closed_clip invisible
setstate neutral_compost_closed_model invisible

Taken from the goldrush map.

Sorry I haven’t made any constructibels yet so I can just help you with what I know so far.