I have just seen something horrible...


(DiaZ) #21

Yeah, as I’ve said I’ve added those scripts to my map to make corpses disappear (in my case after 8 seconds, I find that long enough). I know the bug itself doesn’t have anything to do with the mirror - but the r_speeds make me suspect all the corpses are being reflected on it, even though r_showtris doesn’t show them being drawn on the mirror. When I look at the wall where the mirror is I don’t see any corpses, yet the r_speeds are indicating they are being drawn :confused:

About unblocking part of a tunnel after some enemies are dead, it’s possible. I’m not sure if target_kill works on solid entities but you could always have a script_mover with the clip texture over it that just goes away (moves to another position) when you kill the enemies… you can use an accum value to tell this script_mover that all the enemies you want to be dead are in fact dead.


(KoS) #22

Targert_kill should work on all entities you use in GTK Radiant including grouped clip brushes


(digibob) #23

It will NOT work on func_groups.


(Ghast) #24

sorry to go OT on this G So I could “kill” a big rock model and “move” its clip brushes, but will probably just keep nosing around in the SP .ai and any other file I can open with notepad, great stuff in there, I love RTCW!


(kat) #25

On 2002-09-16 19:19, Ghast wrote:
sorry to go OT on this G So I could “kill” a big rock model and “move” its clip brushes, but will probably just keep nosing around in the SP .ai and any other file I can open with notepad, great stuff in there, I love RTCW!

<font size=“2”>you can’t ‘group’ entity objects together either, ie: if you tried to group a model with a script_mover it won’t work… you have to create your script_mover and then use the model2 key…

what you may actually need to do is place the model in your map where you want it to go, take note of where it’s center of origin is (the little wireframe cube) and then create a script_mover with it’s origin in the same place as the model. You can then add to the SM’s properties the key/value pair of ‘model2’ and ‘filepath to model’. What you can do though is using the map placed model as a guide:-

  • place all your clipping where you want it to go
  • select them
  • then select the script_mover already made
  • right click and ‘ungroup entity’
  • whilst everything is still selected re-create the script_mover by right clciking and selecting ‘script>script_mover’
  • it’ll also include the clip brushes as part of that new object.

you then need to trigger an ‘alertentity’ event to do what ever it is you need it to do (I’m not sure that a simple AE call will remove the entity in question)

It’s worth noting that Md2’s sometimes don’t get lit properly in maps if they have to move great distances (djbob mentioned someting about this nanother post I think)</font>


(Ghast) #26

Thank you, read similar posts many many times but yours made more sense! Maybe I am just finally getting it? LOL