you must import it into a new map, with worldspawn entries.
Prefab Generator webpage..
That’s one wicked sick tool ‘C’. You should be pretty pround on yourself there 
Thanks for sharing it with us! 
Hi folks,
I myself am used to adding a prefab with my good old notepad…
That is because Radiant will change targetnames/scriptnames otherwise… (as i remember).
Magic told about the ‘Edit/Load Prefab’ choice in the menu, but my Radiant 1.5.0 doesn’t have that option, only an ‘import’ option…
Since my generated prefabs do not have any worldspawn brush at all, it is safe to:
- just open notepad,
- load the prefab,
- select all,
- copy all,…
- load Your own map,
- goto the end of the file,
- paste,
- and save the map…
(beware to make a backup first, in case You do something wrong)
I wish there was a better way to import a prefab consisting of only entities…
---- edit -------------------
Magic told me some things about the Radiant 1.4 option to load a prefab.
It seems that this options needs a worldspawn in the prefab to work properly…
I updated the webpage, and now people can choose to download the map as a Radiant 1.4 .map (or as a “normal” .map as it was before).
The Radiant 1.4 version has the extra (empty) worldspawn in the prefab, so it should import correctly in Radiant 1.4 now…
Someone had a not completely functional truck script… (not starting to move)
It has been corrected. (also for tanks)
I write this in case You did not see that other post where i mentioned the fix.
(http://www.splashdamage.com/forums/showthread.php?t=18053)
C…
i tryed to build a moving churchhill…
and wow really cool and easy to use,
i generated the .map for Gtk 1.4 and than i generated the script
but i had some trouble with the script since tanks didn’t want to start moving, i mean everything was ok ( tank animations, sounds etc ) just it didn’t move
well to make it move i checked the script and:
1] I modified this line
trigger tank_enable
{
trigger self stuck_check
accum 3 abort_if_bitset 1 // stuck check
accum 4 set 0 // reset stop counter
accum 3 bitreset 2 // reset player check
accum 3 abort_if_bitset 3 // already following spline
accum 0 abort_if_not_equal 0 // are we not in a script lockout?
accum 3 abort_if_bitset 0 // death check
trigger self script_lock
trigger tank_sound start
startanimation 55 10 15 nolerp norandom
wait 666
startanimation 5 40 15 nolerp norandom
wait 500
trigger self tracks_forward
trigger self script_unlock
//trigger self tank move //<--------- Monkey modified line
trigger self move //<--------- Monkey modified line
}
2]I added this line (since move_to_0 was defined but not called)
trigger move_check
{
trigger self stuck_check
accum 3 abort_if_bitset 1
accum 1 trigger_if_equal 0 tank move_to_0 //<--------- Monkey added line
accum 1 trigger_if_equal 1 tank move_to_1
accum 1 trigger_if_equal 2 tank move_to_2
.
.
.
so dunno if i did some wrong move anyway this is what i did to have the tank move
great tool btw 
cheers VS|Monkey
out of curiosity, is it really a generator, or u just download previously defined .map ? 
I tried to keep the goldrush comments in the script, because many will maybe recognize those…
I do not remember anymore if i changed some other things, like use of accums etc…
…maybe the accums are also the same as the Goldrush accums, maybe i’ve changed them… (can’t recall that)
I do remember that i used my own churchill tank from UJE_00 as a blueprint/template for the generator…
But then again, who really did remake the tank or truck all from scratch for his own map? (not many i think)…
The parts that are generated, are the parts that create same entities on different positions (splines, barricades, spawnpoints, spawns),
and the parts that have other mapscripts (like checks for just 1 barricade or more than 1, the move-code for the number of splines also change of course,… and other things like that)
Here is a small piece of the PHP… is this generating?
// func_constructible
$result .= "// entity 3
";
$result .= "{
";
$result .= "\"classname\" \"func_constructible\"
";
$result .= "\"scriptname\" \"defense". $b ."\"
";
$result .= "\"targetname\" \"defense". $b ."\"
";
if ($t==0) {
$result .= "\"spawnflags\" \"8\"
";
} else {
$result .= "\"spawnflags\" \"4\"
";
}
It’s the same structure for stopping, using bits. Just different accums for spline path inc’s and whatnot.
But then again, who really did remake the tank or truck all from scratch for his own map? (not many i think)…
There’s a few of us out there scratch building still :stroggbanana:Link to Pics
The generator is also a great base for any script_mover(s), just swap out the tank to your model, I wish I had this 2 years ago :rolleyes:
I found some time to look at the script-generating of the tank,
and found some silly error: “trigger self tank move” but that should be “tank self move”…
The webpage is adjusted, the new script is tested, and all works fine now…
C…
http://sdu.vdvo.nl/news/10-Prefab+generator+website!.html
http://www.splashdamage.com/forums/showthread.php?t=18362#e6
Thx for this, may really help mappers I think 
I do know that this thread is pretty old already but since I found a bug (atleast I think so) I am posting a reply so others will know about it and C might even be able to fix it (though think its radiant related).
Anyway, when I downloaded the mapfile from the generator (different models tried and 1.4 + normal version = same problem) and then copy/pasted with notepad OR loaded it as prefab or just copied it out of the .map file many of the targetnames and target key’s were lost aka autoupdated by radiant to t72,t73, …
So if you happen to have this you need to fix some of them and update all the splines manually to their old names, then it will work.
(p.s. I think this should be mentioned in some stickys since it’ll be buried under tons of threads soon.
Hi folks…
The site that hosted my PHP script for the Prefab-generator is no more.
They did not even let me know about it… :S
I have no real good place to put it online.
Maybe someone else has a server that can run PHP serverscript? and wants to put it on his/her site?
I am willing to send all the files. no problem…
Also, my Q3-model-tool was hosted on the same site…same story.
Only the model tool is only a download-file + html-only documentation.
Greetings,
C…
feel free to upload it to rapidshare and I’ll be glad to host it on my ftp. Got it from eicher and its already up for several years and will be for some more
Got alot stuff linked there for competition purposes on ESL,CB,CF
