Is there any chance the angles key will be supported for model2 under func_bobbing since it works for func_pendulum and now misc_models. I have a model bobbing, but short of this key, rotating the whole map :???: it always faces the default direction.
func_bobbing model2 angles?
I’m fairly sure its possible because it works for func_pendulum, but its no longer an issue since I rotated the model in milkshape. I don’t think I can solve the lighting problems though I’ve fallen at the last fence on that one.
You can attach a misc_model to any func_* entity via targetting. Just set the misc_model’s “target” key to the entity’s “targetname” key.
y
Thanks not using the model2 key solves all the problems in one go the rotation/scale and more importantly the lighting 
:bump: Ok, is an old Thread but my problem is up to date. 
I made a func_explosive and attached a func_static. I want a .ase model to appear. that replaces the door.
I connected the func_static (marked start_invis) with the .ase model as metioned above but the .ase model is not invisible and always there.
If i use a brush it works. But i need this model.
Any solutions?
Fiesling, did you ever solve this problem? I’m trying to do the same thing, and I can’t get it to work either. I tried using script_model_med but that won’t work for me, and I can’t find any information on the entity and how to properly use it.
no I didn’t solve the problem. I made the wall thicker so the model is in it. then the wall blows up you see the blown model.
The player will not notice.
the script_model_med is used for animation a model
enter in the Entity
key: model
value: models/mapobjects/bodyparts/l_arm.md3 (the path from model)
key: scriptname
value: body
Enter in the mapname.script
body
{
spawn
{
faceangles 0 90 0
}
}
faceangles shows the axis x y z
you can also influence the Size from the Model
“solid” clip the Player