Missing cmarker_crates.md3


(Daat) #1

Actually I’m missing the whole cmarker file. It isnt in either my ET nor RTCW directories (which it shouldn’t be in the latter anyway). Is there any way to extract it, download it or anything at all? Plus, how did i miss this while installing GTKradiant 1.3.8? :???: Is there an option to extract models that I’ve overlooked? Thanks for your input and advice.


(TFate) #2

You need to open pak0.pk3 with winzip and then extract it into etmain.


(Daat) #3

hey thanks a lot, now ive found the models but they appear as tiny box outlines. Oh well… The Real problem im having now is that i cant get any constructibles to work correctly. Ive whittled the problem down to everything being in place and appearing as it should when the map opens but when i start constructing, the transparency appears but thre is no blue construction bar onscreen indicating how afr along the construction is, and when it decays it cant be restarted. I have a feeling this is a scripting problem, so if you can tell me what you guys think maybe i can get back on track.

Heres the script, ive been using the enemy territory manual as a refernce.

blockade
{
spawn
{
wait 200
constructible_class 3
constructible_weaponclass 3
constructible_constructxpbonus 10
constructible_destructxpbonus 10
constructible_chargebarreq 1.5
constructible_duration 2500
setstate blockade_materials default

}

buildstart
{
setstate blockade underconstruction
setstate blockade_materials default
}
built
{
setstate blockade default
setstate blockade_materials invisible
}
decayed
{
setstate blockade invisible
setstate blockade_materials default
}
death
{
setstate blockade invisible
setstate blockade_materials default
}
}
:disgust:


(nUllSkillZ) #4

Try the following:


blockade
{
	spawn
	{
		wait 200
		constructible_class 3
		constructible_weaponclass 3
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
		constructible_chargebarreq 1.5
		//constructible_duration 2500
		setstate blockade_materials default
		setstate blockade invisible		// added
	}
	buildstart final
	{
		setstate blockade underconstruction
		setstate blockade_materials default
	}
	built final
	{
		setstate blockade default
		setstate blockade_materials invisible
	}
	decayed final
	{
		setstate blockade invisible
		setstate blockade_materials default
	}
	death
	{
		setstate blockade invisible
		setstate blockade_materials default
	}
}

As this is a one stage constructible (and with this the final stage) you have to add “final” after buildstart,built and decayed.
I’ve also added a line in the spawn scriptpart.
Not sure about the constructible_duration.
So I’ve commented this out.
You can uncomment this line if the constructible is working.


(DAbell) #5

Try having a look at this tutorial by master sock it pretty helpful.

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=2658

<DJ>


(TFate) #6

The models appearing as box outlines? When you create the model press N to bring up the entities options and delete the 'C:/Program Files/Wolfenstein - Enemy Territories/etmain" part of it.

You should be left with “models/mapobjects/modelfolder/whatevermodel.md3”


(Daat) #7

Thanks about the prefabs location/extraction. They look fine, but im still running into the problem where i can begin construction, but it sits there until i leave it alone and it times out. I cant fully build the constructible, and i cant seee whats wrong. I tried re-wrtiing the script and using the modification provided, but it still wont work. Im sure im overlooking something incredibly elementary… and speaking of which, how do you create and origin brush?

Maybe thats all Im missing?