eh… i dont have the constructible marker models? i only have sandbags crates flag which are dieplayed as “shader not found” models. and there arent one for each team… only one ?
would it matter if i use e.g. a bluebox to sign constructibles?
it's me again -.- build a func_constructible via trigger_multiple
[QUOTE=isbowhten;175298]eh… i dont have the constructible marker models? i only have sandbags crates flag which are dieplayed as “shader not found” models. and there arent one for each team… only one ?
would it matter if i use e.g. a bluebox to sign constructibles?[/QUOTE]
You put the flag, which you give a skin key to get the shaders work, same with the constructible marker model. Skins are for neutral, blue and red. Also you need clips and a metal bar for the flag (for look), which you you make func_constructible. You can just copy them from an existing map.
For a truck prefab, there are many prefabs over the forums. You can also check grush as reference. Also you can wade through some of these tutorials for various stuff. It also has a tutorial about tank, which works quite same as the tank if I remember right. But check the goldrush and/or forums. Also has a tutorial (prefab) of CPs.
[QUOTE=isbowhten;175298]eh… i dont have the constructible marker models? i only have sandbags crates flag which are dieplayed as “shader not found” models. and there arent one for each team… only one ?
would it matter if i use e.g. a bluebox to sign constructibles?[/QUOTE]
You put the flag, which you give a skin key to get the shaders work, same with the constructible marker model. Skins are for neutral, blue and red. Also you need clips and a metal bar for the flag (for look), which you you make func_constructiblemarker edited, a little leak in the brains…. You can just copy them from an existing map.
For a truck prefab, there are many prefabs over the forums. You can also check grush as reference. Also you can wade through some of these tutorials for various stuff. It also has a tutorial about tank, which works quite same as the truck if I remember right. But check the goldrush and/or forums. Also has a tutorial (prefab) of CPs.
Edit. For your last question, yes you can have it, just make it be the func_constructiblemarker instead of the clips and remove the models if you want to.
ok thanks… another problem!
setstate cpclosed (a misc_model) invisible doesnt seem to work…
i also tried to give the func_contructible a model-key but i doesnt seem to work.
with func_Static it even seems not to work ?
0.0 i never did a CP
[QUOTE=isbowhten;175312]ok thanks… another problem!
setstate cpclosed (a misc_model) invisible doesnt seem to work…
i also tried to give the func_contructible a model-key but i doesnt seem to work.
with func_Static it even seems not to work ?
0.0 i never did a CP[/QUOTE]
You need to use misc_GAMEmodels for the models. Because misc_models are baked into the bsp, which means, it cannot be moved or done anything with it after it is compiled. Bascily like worldspawn brushes. That’s why setstating doesn’t work. You don’t set model key to the func_constructibleMARKER, but you add the models in misc_gamemodels, targetname+scriptname them and use the setstate in the script.
For the cp, I wouldn’t suggest starting to make it from the scratch, you should download a prefab instead imho. Check the link I provided before.
You will find tons tutorials for this stuff. Firstable check the tutorials from the link I provided.