crash course in model tags


(grizzlybear) #1

http://www.wolfproject.net/modules.php?name=Forums&file=viewtopic&t=245

the basics are there (but it is verry verry rough)
done in max5 but there a link to paposo’s gmax modeling tut

basicly i wanted a larger model than the 27_tag_beta (but ive just realised i should have used modelscale DOH!!!)

retitled
how to place tags where you want them reletive to the tag_player

does the mg mounted gun(code) attach to tag_player only.???
if so is there any way to tweak extra tag_players in there (does the code have any scope for tag_player1 ect???


(Erik-Ftn) #2

does the mg mounted gun(code) attach to tag_player only.???
yes

if so is there any way to tweak extra tag_players in there (does the code have any scope for tag_player1 ect???

Im not really sure what u want, but if u want several mounted guns attached to one moving vehicle u could try using the 27_tags and tag a different tag_player to each of the 27 tags. Then make 27 script_movers and use tagent on each of those script_movers to each of the tag_players… voila. Then tag the 27_tags to one script mover and move it all.

Then of course you want the script_movers with mounted_gun and tagent to follow the vehicle so you’ll also have to tag them to the monster mg truck… :slight_smile:


(grizzlybear) #3

ahhaaaarrrrrrr
the 27_tag man ello
tiz your fault im in this mess :wink: :stuck_out_tongue:

finding your 27_tag_beta.md3 set me of on a path thats worse than scripting :eek3:
max5 :banghead:

i used your tag_27 and it will attach a gun but the player could not “merge” with it
also tried(tag_27) main_mover>tag_27(ach main_mover tag_x0y0z0)>tag_player_at_origin(ach tag_27 tag_x0y0z0) but no joy attaching the player(before i realised the modelscale :bash: (building little leggo blocks)

i came to the conclusion that it needs to be the main mover with the tag_player (may be wrong)(this is all new to me so i prolly am wrong)

so im in the process of trying to add more tag_player tags to a model to see if more than one gun can be used on the same mover

my attempt today managed to get the tank working fully with ase models
and the some front wheels are sorta in the right place

as u can see it was slapped together but the wheels are at the front :wink:
the tank is taged to the back
and the gun is well :???:

at least i understand it a bit better now

getting all confused again :banghead: :banghead: :bash:

have you had any luck attaching more than 1 useable gun

cant find an .ase importer so i have no sense of scale in max so i might go back to trying the method you surgest with the tag_27 maybee i fudged something

i want gerbil to have a big ram to push up helmsdeep once 4 players are attached :stuck_out_tongue:
dont realy want more guns (thats just an offshoot) :wink:


(Erik-Ftn) #4

I’ve had similar results, though I’ve not gone into it in detail. Also I’ve got the mounted gun aiming from the center of the main mover though the gun itself was not at the center…

Im not an expert on this though I would be really surprised if it works.

I went through the tank in goldrush in detail, read the ET Level Designer Reference on scripting movers and read recommended threads on mapping tanks to understand how its done. Making a few copies of the goldrush tank into a map of my own and picking them apart piece by piece cleared up a lot.

No I never tried several mounted guns. I have built a “tank” consisting of a script_mover brush and a tag_player only model. I’ve also built a working mounted gun on a plane. (http://user.tninet.se/~fzo823r/videos.htm).

But to build what you want you could make 4 small rooms/ areas with trigger_multiples inside the ram and then script a condition that all 4 needs to be triggered to move the ram, you probably cant get the tag_player effect without the actual gun. To have the ram and the triggers moving together you could use the 27_tags.

If I wanted 4 mounted guns in one moving vehicle though, I’d probably try building 4 separate working mounted guns first and then try to move them together.


(grizzlybear) #5

cool :slight_smile: that plane is excelent
(not sure about the music tho ;))

moving planes started me scripting but the plane had to make do with grenades cos rtcw shooter_roket didnt work

mmmmm… airwars :slight_smile:


(Erik-Ftn) #6

hehe its a swedish collegeband :slight_smile:

yep was thinking about this once, in theory u could build two free moving plats with mounted guns and movement controls on the plats, in practice I think its going to be hard to prevent them from flying off map though … :slight_smile:

sadly the rockets are stationary and triggered by scripting when I fly by. I have put some time into making them move or turn…to no avail. :frowning: