need help for _tag


(masterkiller) #1

Hello,
(google translation)
I made a map in the christmas holidays but I had a big problem with my _tags model. None of my tests did not work and I come to seek help on the subject. I researched before without really answered.

then start from the beginning …

I made a model with milkshape3D and I have a problem to attach the wheels on my model.
I used the script from the map goldrush (truck) for my model. I used the same entity by changing the names of scriptname and targetname.
But the wheels attached only to the origin of my model.

I made my Tag (chariot.tag) with the following site http://games.chruker.dk/enemy_territory/md3ttd.php i found in a subject here and i put in my model folder whit the model name chariot.md3 and I wonder if you think it serves?

=========================

On this image, it the calculate brush.

=========================

The result is that in ETgame

So as you can see all the clips attached to the brush origin of script_mover (tank).

script_mover tank:

game_misc_model wheel (chariotwhlb and chariotwhlf)

============================

and my script look like this:



chariotwhlb
{
	spawn
	{
		wait 500

		attachtotag tank tag_chariotwhlb
	}

	trigger forward
	{
		setrotation 130 0 0
	}

	trigger backward
	{
		setrotation -130 0 0
	}

	trigger stop
	{
		stoprotation
	}
}


chariotwhlf
{
	spawn
	{
		wait 500

		attachtotag tank tag_chariotwhlf
	}

	trigger forward
	{
		setrotation 130 0 0
	}

	trigger backward
	{
		setrotation -130 0 0
	}

	trigger stop
	{
		stoprotation
	}
}



Can anyone explain why it does not work?

testmap.pk3 download include .map
http://www.mediafire.com/file/5x2rzu3ynoq/testmap.pk3
Edit: you can delete a tag in name chariotwhlf.tag . Forgot to delete it (last test)


(ischbinz) #2

i had only a look to the models you made -
i think you can fix it easily -

  1. a normal vehicle/model don t need a .tag file - only if you want to mount a gun
  2. your model itself don t contain tags
    add them im milkshape this is easy to do
    http://chumbalum.swissquake.ch/ms3d/tutorials/q3a/

ya i know its for quake 3 - but its all the same

  1. your models contains 30 frames - they are not needed - make it just with 1 frame
    you qc file should look like this:

$model "models/players/model/model.md3"
// reference frame
//$frames -1 -1
// frame 1-1
$frames 1 1
$flags 0
$numskins 0

// you can have one or no parent tag
//$parenttag "tag_wheels1"
//$parenttag "tag_wheels2"


// tags
$tag "tag_wheels1"
$tag "tag_wheels2"


// meshes (surfaces)
$mesh "metal"
$skin "models/players/model/skin.tga"
$flags 0

for meshes - there should be your meshnames + skinnames

  1. the models center/pivot/origin should be in the height you want to move it - or you have to move the splines in the height your origin/pivot/center is

(masterkiller) #3

You are the man ischbinz!!!

I did 2 and 3 and now, it perfect. :slight_smile:

I need a tag file because if i delete it, the trigger not follow, but your right for the wheel, i don’t need it.
I miss the tag in my main model. I also delete the frame of every model.

Big THANKS man!! :slight_smile: