invisible script mover


(mrfin) #1

Hello mapping types

right o - I’ve built my custom mover ‘train’ and given it a model2 of the 27 tag md3

In the script : attachtotag train tag_x0y0z0 - which is the origin tag of the md3

…and lo and behold the attached engine sounds and the smoke works but alas!
the brushes that make up the vehicle are invisible.

any ideas where I’m going off the rails this time…
Help much appreciated as always :lookaround:


(Chruker) #2

Does it still clip the player where the brushes should be?

What texture are your brushes?


(mrfin) #3

thanks for response Churker

It does clip the player - it is there, just can’t see it. The mover is made from a combination of jpeg and tga textures, detail brushes and patches - but nothing unusual.

I think that the ‘model2’ key in the mover might be causing this. The model used is invisible and I’m asking the mover to draw this model…so…I need to find a way of getting the brushes drawn and not just the md3…possibly??? :lookaround:

Again …thanks
ideas welcome…will bash on in the meantime


(Chruker) #4

Could you post the shaders used and keys of the script mover.


(mrfin) #5

k …I’ll dig them out


(mrfin) #6

here are the keys ive set:

classname script_mover
targetname train
scriptname train
description train
health 1500
spawnflags 94
model2 models\bridges\27_tags_beta.md3

The actual train materialises without the model2 key btw.
Also the attached entities are now appearing in the centre of the map…this makes me think that the model isn’t attaching to an origin…hummm…


(mrfin) #7

the shaders for the textures are basically just the regular metal surface shader


(chavo_one) #8

Whenever you attach a model to a script_mover, the brushwork is treated as a clip brush regardless of whether or not the brushwork was actually textured with clip.


(mrfin) #9

ah ,…fantastic!..

does this mean that I have to export my ‘train’ brushes to another program and turn it into an md3 if I want to get it moving?


(chavo_one) #10

I haven’t tried this, but others have said it works:

  1. Create 2 train script_movers.
  2. For one, attach the 27 tag md3 to it as a model2. (this one will be invisible. set it’s spawnflag to solid and use it as a clip brush)
  3. Then in your script, attach your second train script_mover (the one that will be visible) to the first. You can probably use “attachtotag train tag_x0y0z0” for this.

(mrfin) #11

hummm…do the movers have the same scriptnames, targetnames etc. tho!!!


(chavo_one) #12

No. You give the second train a different scriptname and attach it to the invisible train. Then you just move the invisible train around since the visibile one is piggy-backed onto it.

for example:

invisibile train w/ the model2
scriptname: train_a

visible train
scriptname: train_b


train_b
{
  spawn
  {
    wait 100
    attachtotag train_a tag_x0y0z0
  }
}


(mrfin) #13

of course…thanks Chavo…ill try it and post results later on

it kind of makes sense
I cant believe there havent been more postings about custom movers that arent md3s

Time to install some modelling progs perhaps!

thanks


(mrfin) #14

Excellent - good one Chavo

ok…it works!..kind of…but mostly!!

the train spawns and is ready to br fixed.

Now the problem is that when it’s fixed it flips round 180 degrees and starts to moove backwards!..which is nice!
Also when fixed it moves to the next spline and stops, only to move again to the next spline when it has been destroyed and reconstructed?!

oh well!! one spline at a time eh :rolleyes:


(mrfin) #15

…ooops…just re-read

Then you just move the invisible train around since the visibile one is piggy-backed onto it.

think I’ll sort this out tomorrow - it’s 3.27 am here :zzz: