Help needed with supply cabinets, script_mover, etc....


(Bearcat) #1

I’m trying to get some health/ammo cabinets working and I’m having a hard time. I’ve read the thread in this forum concerning it, and it’s unclear to me what to do. There are several different ways expressed on how to do it and they don’t agree with each other. I’ve also looked at the level designers reference and the Gold rush map to no avail.

I guess my first question is: what exactly is a “script_mover” and why is it needed for the cabinets? I thought it was used for a moving entity (ie, a tank) but I notice it’s used for construction materials and supply cabinets. Why is this? One of the messages in the forum thread on this subject says to make clip brushes around each cabinet, make an origin brush and then make them all one big script_mover…but I don’t understand why (plus I’ve tried this and it doesn’t work).

Right now I have two cabinet models (misc_cabinet_health, misc_cabinet_supply), each surrounded by their own trigger brushes and clip brushes. The trigger brushes target the cabinet entities, respectively. I have made what I think (?) is an origin brush (a small square floating above the cabinet in the origin texture) and made it and the two clip brushes on the cabinets one big “script_mover.” I did this but have no idea why :???: Then I have a larger trigger covering both cabinets defined as a trigger_obj_info, targeting a cm_marker entity also floating above the cabinets. This is what they did in Goldrush.

But obviously this isn’t working. Right now I have empty cabinets. Before I defined the “script_mover” the cabinets were full, but didn’t dispense anything. The level designer’s reference says that cabinets NEED NO SCRIPTING. So why are we using a script_mover? Why are there scriptnames defined by the cabinets in Goldrush? Gold Rush has scriptname for the cabinets, for the triggers, for the trigger_obj_info, for the misc_commandmap_marker…what’s going on here??? :eek2:

I guess I’m rambling on :eek: But this issue of what a script_mover is, what an origin brush is, and how these things work all go together and I can’t find any clear answers.

I know this is a large chunk to swallow, but any and all help is appreciated.

Thanks


(seven_dc) #2

I have struggled with the cabinets myself too… but I found it is easier to take them direcly from goldrush… So here is thing I did

  • Opened two radiants one with my map and one with a goldrush
  • Went where the cabinets were… there is two points where there are.
  • Removed all brushes around them (normal brushes) to make it easier to select them…
    -selected all brushes that were around the cabinets (triggers, clips etc.)
  • Selected copy from the menu
  • And copied to my own map… works like a charm and no hassel with those triggers and stuff

Big Tits live


(MadMaximus) #3

well, when it comes to scriptnames and targetnames, even though they are not needed in the toi’s for the health/ammo cabinets, it’s just a good practice to inlcude them, and may have been done just for reference. the misc_commandmap marker needs the toi, and a toi should have the origin brush. as for script_movers with the cabinets, they are not needed.


(Bearcat) #4

Thanks all. I did take the cabinets from Gold rush and got them to work, but it was curiosity on my part to try to understand HOW they were working. They don’t use script_movers so I guess that part really wasn’t necessary…still not sure why its used in constructions, though.


(MadMaximus) #5

it could have been something was meant more to be used with them but never happened.


(sock) #6

I guess I’m rambling on But this issue of what a script_mover is, what an origin brush is, and how these things work all go together and I can’t find any clear answers.

Script_mover started life as entities that interact with a script. (This is the RTCW days) But the scripting system can interact with most entities in ET so its not an issue anymore. Script_movers were used alot in ET because they behave themselves better than func_statics.

There is no real scripting to health/ammo cabinets because its all controlled in code. All the parameters are in the entities and once the entities are correctly linked they just work.

Sock
:moo: