New CP for our modern mod, need some feedback and ideas


(twt_thunder) #21

well, tested it in GTK and devmaped it… here’s a preview:

cp closed:

cp open:

cp broken:

But I think this project is a bit over my knowledge :smiley:
I need help.
I need help from someone who can clip these models and make prefabs with scripts, so they are constructable and destructable… and still need animated screens.
Is there anybody up for the task of this here?
Of course you will get credit for your work.

Edit: seems my pics are too big for SDforum so you get a better preview HERE


(ailmanki) #22

I am not sure if I understand that, whats the problem with clipping? Wouldnt that just be a low poly model for the clips? Or just a brush volume?


(.Chris.) #23

He means the brushwork clips you make that are turned on and off at same time of the models are.

Just look at any stock map’s source and try recreate every entitiy associated with the command posts and so the same with the map script and it should work. Double check script and targetnames.


(Smurfer) #24

Looking good, so far! :smiley:


(twt_thunder) #25

[QUOTE=.Chris.;406653]He means the brushwork clips you make that are turned on and off at same time of the models are.

Just look at any stock map’s source and try recreate every entitiy associated with the command posts and so the same with the map script and it should work. Double check script and targetnames.[/QUOTE]

Yes I’ve allready clipped the model with brushes of clip_metal and clip_wood but its the thing with changing them with clips. Is this posibble or do I have to rearange the whole **** and have only one clip for all?


(twt_thunder) #26

thanx, think its actually the best looking cp I’ve seen so far… Even on more modern games


(twt_thunder) #27


ok, I’ve been looking at prefabs and map source… Still dont get how this works…
It seems all have the brushes of the broken cp…

How is it possible to make this work?


(Mateos) #28

The clipped brushes (textures with clip_wood etc) are a single entity, which you can turn on and off with its targetname, usually works that way in all maps :confused:

If you need more details, I’ll post an explanation ^^’


(twt_thunder) #29

[QUOTE=Mateos;406672]The clipped brushes (textures with clip_wood etc) are a single entity, which you can turn on and off with its targetname, usually works that way in all maps :confused:

If you need more details, I’ll post an explanation ^^’[/QUOTE]

Yes, please…


(Mateos) #30

Open up 1944_nordwind2.map

So…

I have a script_mover with a scriptname allied_cp_clip and the solid ticked (=spawnflags 2); It is a single clip block with a origin box (A 32x32x32 brush textured with common/origin, just need to be a square) for the default non-built CP, on map load it is visible, but I guess this one is never invisible because it doesn’t have a targetname… This is may be invisible on map load:
allied_cp_clip {
spawn {
setstate allied_cp_damaged invisible
} }

I guess; Then you’ll have a case built further in the script. There, you’ll find the same, but instead of invisible you’ll have default.

That’s quick, but I’m busy atm with college and I try to not merge Java and ET scripting… You should get the 2Bit CP prefab! It just have the .map prefab and the related .script, so you can find the links between tables names (scriptname) and the setstate’s operating on targetname’s

After, I have a allied_cp_damaged, this value to both scriptname and targetname keys

Edit: From Caen

allied_compost_built // scriptname of the solid thingy
{
	spawn
	{
		wait 400
		trigger allied_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
	}

	buildstart final
	{
		setstate allied_compost_built_model underconstruction // setstate targetname_of_model underconstruction (The transparent white wave effect)
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate allied_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible

		trigger allied_compost_built_model enable_allied_features

		enablespeaker allies_compost_sound
	}

	decayed final
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default

		trigger allied_compost_built_model disable_allied_features

		disablespeaker allies_compost_sound
	}
}

allied_compost_built_model
{
	spawn
	{
		wait 400
		setstate allied_compost_built_model invisible
	}

	trigger enable_allied_features
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1

		wm_announce	"Allied Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 7 0 2
		wm_objective_status 7 1 1
	}

	trigger disable_allied_features
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0

		wm_announce	"Axis team has destroyed the Allied Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 7 0 0
		wm_objective_status 7 1 0
	}
}

Tried to add comments but failed >.>


(twt_thunder) #31

Sorry dude, dont get this… I’ll just put it in the junkyard… :frowning:


(Mateos) #32

Then I suggest you to follow .Chris. advice.

It’s the way I think most mappers learnt it… By finding out how the thingy is done in the map source and in the map script, and understand the links between :confused:

You may try ETScript4 Beta 2, which analyzes and highlight the BSP entities in the .script, but when you learn it could be better to do it without colors ^^’


(twt_thunder) #33

[QUOTE=Mateos;406744]Then I suggest you to follow .Chris. advice.

It’s the way I think most mappers learnt it… By finding out how the thingy is done in the map source and in the map script, and understand the links between :confused:

You may try ETScript4 Beta 2, which analyzes and highlight the BSP entities in the .script, but when you learn it could be better to do it without colors ^^’[/QUOTE]

been buzy with a weapon today…



Implemented the Mp5sd6 as replacement for sten…

Well Mateos, I’ve been doing some thinking and just correct me if I am wrong:

-I need to make a prefab that contains ALL CLIPS, just that the clips are linked to different groups and then again this is linked to models, right?


(Mateos) #34

You should have a clip (Or grouped clips) per model state (Built and destroyed, there’s no clip before building = state invisible for both groups).

Then, when the Built trigger of the build entity happens, both model and clip appears (state default); When destroyed, these are disabled (state invisible), while the destroyed model and its related clip(s) are turned on (state default).

These elements have all a targername to be used to change their state, and one have a scriptname in which you’ll have in script the built/destroyed subtables.

Hope you see the mechanism a bit better ^^’


(twt_thunder) #35

[QUOTE=Mateos;406751]You should have a clip (Or grouped clips) per model state (Built and destroyed, there’s no clip before building = state invisible for both groups).

Then, when the Built trigger of the build entity happens, both model and clip appears (state default); When destroyed, these are disabled (state invisible), while the destroyed model and its related clip(s) are turned on (state default).

These elements have all a targername to be used to change their state, and one have a scriptname in which you’ll have in script the built/destroyed subtables.

Hope you see the mechanism a bit better ^^’[/QUOTE]

Yes, I think its the same I ment :slight_smile: thanx alot for your help Mateos


(Mateos) #36

OK, no problem :slight_smile:

If you’re stuck again… Send a source by PM, I’ll edit it with annotations :slight_smile: