props_decoration and target_effect


(Madras) #1

Hi,
I’m making my map and I got two problems.

The first:
I’m trying to get the effect of wood-fragments explosion when I destroy the gramophone in ET. I treid to add key/values to props_decoration:


"health" "15"
"type" "wood"
"mass" "25"

but it doesnt work.
I tried to connect props_decoration and target_effect entities but it also didint work out. :rolleyes:

I connected entities like this:

Second:
I want to do Command Post in my map on the basis of 2bit tutorial.
I edited my script, compiled a map and run my map but it is broken.

Please tell me what is wrong :slight_smile:
Thanks for helping and happy new year!!


(valkyr) #2

[QUOTE=Madras;205446]Hi,
I’m making my map and I got two problems.

The first:
I’m trying to get the effect of wood-fragments explosion when I destroy the gramophone in ET. I treid to add key/values to props_decoration:


"health" "15"
"type" "wood"
"mass" "25"

but it doesnt work.
[/quote]

props_decoration is a leftover from RTCW single-player and isn’t recommended because it doesn’t work properly. There are two issues I know of :

  • It causes unpredictable lag sometimes when you touch it
  • There are no shards when it’s broken.

If you want rubble, you’d have to fake it with a func_explosive or something.


(-SSF-Sage) #3

There are two things I can guess, either there’s +1 added to targets and targetnames, OR you don’t have a script_multiplayer in your map (CP). The func_explosive should work as you described, tho a mass of 100 should be a bit closer to what you want probably. That connecting won’t work (not good atleast).


(Madras) #4

@valkyr:
How I can to make func_explosive with a model?
I tried to give func_explosive to misc_model but radiant wrote an error “failed to create a group entity - no brushes are selected

@{SSF}Sage:
I’ve got script_multiplayer, but I dont know whats going on with this “+1 added to targets and targetnames
PS There’s script of my map included to my post and if u want, you can find what is wrong.
I use Radiant 1.5.0
Sorry for my poor english.


(-SSF-Sage) #5

I was quite drunk last night when I sent that message. Anyways.

In 1.5.0, when you copy paste entities, the targetnames and targets changes. That’s why the cp doesn’t work (my guess atleast). “(+)1” is added after the names, and you have to manually delete these in radiant.

For the gramo you should be able to do this:

Func_explosive (include clips and an origin brush for the model)

“model2” “your/model.md3”
“health” “15”
“type” “wood”
“mass” “25”


(Madras) #6

Hmm, I made brush with origin texture and added keys/values. Next I connected it with speakers and clip brush like this:


On this picture I hid the clip brush.

When I tried to run my map, ET wrote error “Sv_SetBrush Model: NULL
Without origin map runs OK, but there isnt gramo…
Please tell me whats wrong.

===Command Post===
Yes, that’s right. Radiant 1.5.0 adds “1” at the ends of target_names strings.
I imported CP in 1.4.0 and now it works good :slight_smile:


(masterkiller) #7

hello,
you need to add a clip brush whit your origin brush.
You cannot have only a origin brush.
So, make a brush look like your gramo mdl in clip weapon or clip wood texture and attach to your origin brush.


(Madras) #8

Did I understand you correctly??
I made origin brush inside the clip_wood brush. Clip, speakers are connected to origin like these:


(Origin brush doesnt see becouse its inside clip brush)

Origin is func_explosive and has keys/values:


"frames" "38"
"mass" "25"
"health" "15"
"type" "wood"
"model2" "models/mapobjects/electronics/gramophone_anim.md3"

Clip has got func_explosive class and keys/values:


"type" "wood"
"health" "15"

Something must be wrong becouse ET again wrote Sv_SetBrush Model: NULL error. Ehh…


(masterkiller) #9

origin brush and clip brush need to be the same entity.

(radiant1.4)
1-select the clip brush
2-select the origin brush
3-right clic on 2D view
4-select “move into entity”

or remake your func_explosive but selected both brush before

sorry for my english…


(-SSF-Sage) #10

The clip and origin are in the same func_explosive. As you probably know clip makes the gramophone solid, which is a good thing. If you have an entity with only origin, it causes that error, as you noticed. You need a solid brush in that entity, because otherwise you cannot destory it (bullets won’t hit anything).


(Madras) #11

Now, almost everything works. Why there’s no animation of gramo?


(-SSF-Sage) #12

You didn’t tell us about animation. For that you should be able to do this. Remove the model2 key, but keep the func_explosive and the brushes. Now target the func_explosive to a misc_gamemodel (the gramo). In that you tick start_animate, add the frames and fps (you should find this info from the original files, Rayban’s work?).