help for my new map : Rochefort


(Miki) #21

i knew that, someone replied before you :wink:


(Miki) #22

Little problem : I have some fences in my map. They are under 220 volts!!! :evil: The allies can push a button that puts the power off (so the triger_hurt off) so they can climb over. The question is now

How can i make that if a button is pressed, the triger_hurt goes on/off


(89blitz) #23

Well give the trigger_hurt a targetname
and in the script put…

setstate [trigger_hurt targetname] default 

That will go at the start if the script

And when its triggerd off do

setstate [trigger_hurt targetname] invisible

Should work…


(Miki) #24

I dont realy understand… (where is the button part? )


(89blitz) #25

Thats not the whole script thats just a line you gotta put in


(Miki) #26

here are some screenshots, plz report bugs (if you see any) or hints, since i ain’t an experienced mapper ;).

its in LOW quality, just for your and mine broadband + upload time :slight_smile: .
It are 20 screenshots, enjoy ;).
and here is a slideshow, but he autozooms in so you see less ;). but i recomand you using the slideshow
http://img258.imageshack.us/slideshow/player.php?id=img258/5900/119013528473s.smil




















(Miki) #27

i need some help (AGAIN :twisted: )

I have a bunker that the front wall can be destroyed (its secondary obj). Now, on that wall is an MG42. I would like that its destoryed, like if you have func explosion…


(Wezelkrozum) #28

use the alertentity command. like this:

bunker
{
spawn
{
}

death
{
alertentity mg42 <-------
}
}


(Miki) #29

oh scripting :stuck_out_tongue: i hate it! :). Tj, i just wanted to know if its possible, since i dont have a PK3 file/script yet :).


(Miki) #30

Okey, big problem. i get error SV_Setbrushmodel : NULL

so i googled and tried this

http://www.katsbits.com/htm/tutorials/common_error_messages.php?subaction=showfull&id=1149147724&archive=&start_from=&ucat=15&

but it dont work :slight_smile: any suggestions?


(Wezelkrozum) #31

do a brushcleanup


(Miki) #32

if you had read the site, you would have seen that brushcleanup is there. I did no effict.

EDIT : solved : i did entry list and all func_door_rotating whit 1 brush deleted, and it worked…

EDIT 2: other question : how to make a door only openable by axis? I tried

Team
Axis, but didnt work… :slight_smile:


(Wezelkrozum) #33

key: allowteams
value: axis

:wink:


(Miki) #34

tj, that worked things out :p. (does covert ops can go in? )

how do you let your sky ā€œMoveā€?
how do you make it snow?

EDIT i think i have it (snow)

atmosphere
T=SNOW,B=5 10,C=0.5,G=0.3 2,BV=20 30,GV=25 40,W=3 5,D=2400


(-SSF-Sage) #35

To let the covert ops use the door give it allowteams team,cvops (NO SPACES). Snow. For the moving sky it’s shader side, afaik. Check the sky from the fueldump, as far as I remember it moves.


(Miki) #36

Ive put in atmosphere T=SNOW,B=5 10,C=0.5,G=0.3 2,BV=20 30,GV=25 40,W=3 5,D=2400"

But no snow!! :stuck_out_tongue:

BTW : i dont have landmines nor airstrikes, perhaps this has to do whit that… what can i do about the landmines/airstrikes problem? :slight_smile:


(-SSF-Sage) #37

What do you mean you don’t have airstrikes and landmines? You sure you haven’t set atmospheric effects off in your wolf cfg? And don’t have quotes ( " ) in the value! I even checked at the radar to be sure and it didn’t have quotes.

edit and did you read that fully? You might need to tweak it. And remember the tracemap!


(kamikazee) #38

For airstrikes: make sure your skybox is really marked as a sky and don’t forget to generate a tracemap.

For landmines: make sure your terrain shader has this line in the global statements section:

surfaceparm landmine

(Miki) #39

how do i make it ā€œskyā€?


(kamikazee) #40

The first line is important, the others are just for looks:

	surfaceparm sky				//flags compiler that this is sky
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nodlight