Hi to all of you,
I know it’s been a while since the game is old but I’m currently creating a map via GTKRadiant , and after 2 days of searching, I’m stuck with a script_mover
Let me explain :
I found this tutorial: [h ttps://www.surfaceg…le_mover_part2/](h ttps://www.surfacegroup.org/tutorials/wet/simple_mover_part2/)
I followed it to the letter except that I, it is not a tank , but a police car , to facilitate my life I downloaded it on Internet, in file .max, I opened in 3DSMax , the model consists of 3 groups: the body of the car, the windows and the siren, I, at first, converted into file .ASE , except that I discovered that in .ASE file is only assigned to static objects, so impossible to use with the script_mover , so I reconverted the model, from the .max file, into .md3 file, except that it displayed without textures in GTKRadiant , to remedy this problem, I downloaded the software Misfit Model 3D and I exported it, again, in .md3 file. At this moment I am told that there are too many vertices on my model, I merge the vertices, and … miracle, the file is exported correctly.
The file opens so in gtkradiant with its texture, I give it the value and key
classname: misc_gamemodel,
targetname: police_car_a
scriptname: police_car_a
as shown in the tutorial above
I compile my map in .bsp file, and the copy in my file /etmain / maps
But when I launch it in Enemy territory, I get this message:
Quote
R_loadMD3:
models / mapobjects / etc … has more than 1025 greens on a surface (2044)
So I exported the 3 groups (body, glass, siren) each of their sides, each is a targetname and a scriptname as in the tutorial except that when I run my map the game freeze and stops
So I changed the lines " attachtotag … tag _… " by reversing the two entities and my map is launched but the model remains invisible … I hear the sound of script_mover but without the model.
I also tried to put a " misc_mode l" instead of " misc_gamemodel " but when the map starts my model remains static and seems not to be attached to t he script_mover
So concretely what I would like to do is to lower the vertices of the car (the Pro optimizer , the Optimizer and the MultiRes are not great), would there be a way to “compress” them?
And if in the process, someone would explain to me the line of the script " attachtotag police_car_a tag_police_a " What I do not understand here is what the " tag " represents
Thank you in advance ! it will save my life !!!
Here is my script and some pictures
Quote
game_manager
{
spawn
{
wait 50
wm_axis_respawntime 8 // Axis respawn time
wm_allied_respawntime 8 // Allied respawn time
wm_set_round_timelimit 15 // Map timelimit
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies
wm_setwinner 0
}
}
police_a //scriptname of script_mover
{
spawn
{
wait 800
followspline 0 sp_01 50000 length 32 wait //spawn the tank to here
trigger self police_path //goto tank_path
}trigger police_path { playsound sound/mapa/sirene_police.wav looping volume 600 //play a tank sound followspline 0 sp_01 100 wait length 304 //this says goto sp_01 at a speed of 100 and don't look at
//the next command until after waiting 304
followspline 0 sp_02 200 wait length 304
followspline 0 sp_03 300 wait length 304
followspline 0 sp_04 300 wait length 304
followspline 0 sp_05 300 wait length 304
followspline 0 sp_06 300 wait length 304
followspline 0 sp_07 300 wait length 304
followspline 0 sp_08 300 wait length 304
followspline 0 sp_09 300 wait length 304
followspline 0 sp_10 300 wait length 304
followspline 0 sp_11 300 wait length 304
followspline 0 sp_02 300 wait length 304
stopsound sound/mapa/sirene_police.wav
//add more lines for how many more splines u have
//notice that you don’t include scripting for spline controls
}
}
police_car_a
{
spawn
{
wait 800
attachtotag police_a tag_police_car_a
// this attache le tank_shell au scriptmover tank
}
}