Moving Object


(TheDragon) #1

Hey,
can anyone give me a tutorial for creating a moving brush?

i tried seaching here, and found one but found out it was a RTCW tutorial.
(ET has no func_button ><)

-TheDragon


(Qualmi) #2

http://www.nibsworld.com/rtcw/tutorial_basic_script_mover.shtml

pretty complex, but this is one.


(TheDragon) #3

Moving a platform in RtCW

does it work in ET ?


(Qualmi) #4

hm…is this the tut you have read ? sry, only wanted to help :frowning: i have managed to get along with this as i started mapping. i dont know bzw i cant remember what i have done all to get my first brush moving, but this is where i started. sry again


(TheDragon) #5

no this isn’t the one i read, but it looks like it’s going to work ^^

I’m making it now, just have to BSP it… I’ll post here again when i tested it ^^


(TheDragon) #6

“script_mover must have a model” error message.

help?


(isbowhten) #7

it seems your mover has an origin texture but no other texture…
the origin texture does not “create” a brush . it creates a point, the origin.
so if it is said not to have a model the “how the mover looks like” is missing… the shape of the mover is missing. you could accidently have deleted the shape of it or you wanted to delete it but forgot to delete the origin brush aswell.


(stealth6) #8

that error means you forgot to add an origin brush.
If you make your scriptmover completely out of brushes you need an origin brush in there. (ex: platform)
If you include a model you don’t. (ex: truck, tank)


(stealth6) #9

making a moving platform is pretty simple I did it once for a TJ map.
First make your platform (the thing the player stand on), then put an origin brush in the middle of it.
Make the whole thing, origin brush included a scriptmover, and give it a targetname and a scriptname.
Then you need 2 entities from where it goes, to where, but I forgot what they are called
and then you need to script it a bit I think.

Maybe somebody could finish this explanasion lol (I am at school, so I can’t look)


(isbowhten) #10

nah . you do never need an origin brush, but a model is what you need or a brushwork.
all entities without´origin get the default origin 0 0 0


(-SSF-Sage) #11

[QUOTE=stealth6;188598]that error means you forgot to add an origin brush.
If you make your scriptmover completely out of brushes you need an origin brush in there. (ex: platform)
If you include a model you don’t. (ex: truck, tank)[/QUOTE]

If you have a model, you need the origin to tell the script_mover to where to put the model. And you need other brush(es) too, to not get an error. That usually is clips.


(isbowhten) #12

you never need any originbrush, just the brushwork!
because a script mover is able to trigger pain events etc… so it needs a shape.
but never an origin brush.


(Qualmi) #13

[QUOTE=isbowhten;188608]you never need any originbrush, just the brushwork!
because a script mover is able to trigger pain events etc… so it needs a shape.
but never an origin brush.[/QUOTE]

agrees :slight_smile:

beside all theorie just go into radiant and create a brush, make it mover, texture: origin, enter scriptname + targetnamekeys and see the errormessage “must have a model…”. give the same mover a “normal” texture and see how the errormessage disappear =)

about the origin value im not sure if it is right to say that if you have a mover without originbrush then this mover will have its origin automatically at 0 0 0. as far as i know the origin brush finds it meaning f.i. if you want to make sth move around some special directions and you want to determine the center of angle. otherwise the origin brush is redundant. i maybe wrong with this, only some “wild” thought :slight_smile:


(TheDragon) #14

hmm i thought i selected both the origin and the moving object :confused: I’ll check…


(TheDragon) #15

ok, could this also be caused by an script mover with absolutely no brush?

:confused: why do i get all these “extra” entities?


(Qualmi) #16

ok, could this also be caused by an script mover with absolutely no brush?

thats the point :slight_smile: but what do you mean with absoulutely no brush. a script_mover couldnt exist without this, except models.


(TheDragon) #17

well, sometimes i get some entities, in this case the script mover witch has no brush

IDK how, maybe it has to do with copy/paste

Hmm there is a ‘button’ cursor hint but nothing happens when i press f

something wrong with the script?

move_launcher		
{
	
	trigger move_to_destination	
	
	{
		trigger launcher move_dest	
	}
}

launcher
{
	trigger move_dest	
	{
	gotomarker point_01 320	
	wait 5000	
	gotomarker point_00 320		
	}
} 

(TheDragon) #18

NVM it works, gotta adjust the speed a bit tough


(TheDragon) #19

:confused: how to make something when it hits a player move the player?

when i trigger it the object goes trough me (with a speed of 3200) but when i stand on it i do get moved.

help?


(isbowhten) #20

just an idea.
maybe 3200 speed is too much.
so imagine the mover moves each moment player_length+1 units. so it just jumps over the player?