How to tag a player to other stuff than a tank?


(Erik-Ftn) #1

Eh, I’ve gathered so much that this might not be anyones favourite topic.
Nevertheless:

Don’t answer all these questions, it will be an essay. Just pick one, please.

I’ve been through several scripts and haven’t found any explicit passage which moves (tags?) the player to the tank turret.

  1. Is there a script command which moves the player to some entity origin?
  2. Is there an entity setup that does this?
  3. What part of the tank enteties & scripting is actually interesting if I only want to climb into something, nothing else? (please also point)
  4. I want a tag only (if that what it is), to move around and attach stuff to (including players), that would actually be great. Is there such a thing?
  5. I see no func_invis_users around the tank in goldrush, still there are cursorhints. And I guess this hint is connected to the “climbing into the tank” - function. What controls this?
  6. Can you recommend a modelviewer?
  7. Is there a tag-editing function anywhere or do I have to get into the source of the tag exporter to get it and then edit the tagfiles manually?

(lol, the tag/ untagging of a player could be used for (random?) teleportation, right :slight_smile: )

cheers

Erik


(Erik-Ftn) #2

Chavo, can we talk about this? I maybe can put some time into researching/ testing stuff, if you put me on the path somewhere.

Erik


(chavo_one) #3

Sure we can talk, but I’m not an expert on the subject. I’ll try and answer what I can here.

Let me start by saying a few things. First, Tags by themselves do nothing. They are just a location marker on a model. Second, I’m not sure what you want to accomplish, so my answers may not be as direct as they could be.

  1. Is there a script command which moves the player to some entity origin?

not that I’m aware.

  1. I see no func_invis_users around the tank in goldrush, still there are cursorhints. And I guess this hint is connected to the “climbing into the tank” - function. What controls this?

This is hard coded into the game. When you create a script_mover and check the mounted gun checkbox, the game then assigns a mounted gun to that mover. It’s the same reason you don’t have to create a func_invis_user for a misc_mg42. The only catch with the mounted gun is that the model has to have a tag called tag_player. I think this is hard coded as well.

  1. Can you recommend a modelviewer?

I like npherno because you can change the textures assigned to groups and what not. However, npherno doesn’t let you see the model textured. There’s also md3viewer, but you have to install java runtime to use it.

  1. Is there a tag-editing function anywhere or do I have to get into the source of the tag exporter to get it and then edit the tagfiles manually?

I haven’t used the tag file exporter, so I’m not sure how it works yet. I thought you would just take your model, that has its own tags, and run the exporter against it to get the tag file. As far as creating tags, they are just special triangles inside the model. You would create the model tags inside of a modelling program. Read this tutorial for more on tags. http://www.paposo.com/tagstut/Tags1.htm