script_mover problem


(pigg221462) #1

i’m copying the truck from goldrush to my box map to learn how to make it move and stuff. the script_mover which is the clip brushes of the truck has all the keys that it needs even the path of the truck model. but when i load my box map it says script_mover needs a model what the hell is going on please help me


(EB) #2

It* would be better for you to keep a single thread about your truck issues.

Mapping is not something you can “jump” into and learn or master in a month or two. Patience is your friend in that respect.
Take your time, learn what needs what.

Have you even made a simple script mover yet ? …if not, how do you expect to figure out a complex one ?

***edited to change “I” to “It”, I forgot the “t” in the first word of the post/


(pigg221462) #3

i have some mapping exp. i redid the beach map from rtcw and called it wodanfires assault on the wodanfires xps server 2 and 3. i’m just confused on y the truck works fine on the goldrush map but once i move it to my box map it goes bad and i get a “script_mover needs a model” error. y would it ask for a model when i told the script mover where to get the damn model. the only thing i can think of is when i copyed and pasted it over to my new map i move the truck clips then i move the orgin brush seperate so maybe that screwed it up. no idea really. i made the second post because i seem to have fixed the first problem i had


(zenith-ply) #4

May try rebuilding it by creating the origin and clip then (important) selecting both as a scriptmover @ the same time. Then you can re-enter the model data into the mover entity. Sometimes I select both while entering the data just to make sure the naming convention applies to both parts of the entity (origin/cip). Movement of the origin and the clip would never matter, but I suppose if they were copied and pasted separate then it could def bork things for the mover.


(d3coy) #5

I have a feeling when you copied this over you missed a brush or two… the model for the truck on goldrush is defined in the clips… however there are more than just the clip there is also the clip wood and clip metal brushes as well…

Try removing all the terrain around the truck and placing a large box over the entire truck area… make sure that all parts related to the truck are covered by this brush, then click on selection > select > select inside on the menu… this might help to ensure that you get all the parts of the truck that you need. Once in your map you will need to play with everything to set the proper angles for the model of the truck depending on how you need to rotate it.

I might try to make a prefab of an escortable truck this weekend and post it as something available to all… but dont hold me to it as I have been quite busy with two other maps.

Good luck and welcome to et mapping.


(RayBan) #6

here is something that may help you, its a modified truck model that i made that
has a mounted gun, but the principles of setting it up are the same.

you use clipped brushes plus an origin brush for the script_mover and have the model2
setup to point to the model being used.

if you look at the included map and script file you can see how its done. this test was
setup in the same way a tank is setup since it uses a mounted gun.

and the map/script files and new models for it here,
http://rapidshare.de/files/28026867/blitzbody_gun_test.zip.html


(pigg221462) #7

very helpful guys thank you so much. i will try this good info out later and keep ya up to date on how it goes


(pigg221462) #8

ok this is what i found out. because i copy pasted all the parts for the truck everything got screwed up. so instead i hide everything for the truck then deleted the rest of the map and then saved it as a differant name. i then opened my box map and imported the other map and used the script for goldrush. loaded up the map and poff it worked. thanks for the help guys


(pokeybit) #9

hey, could you possibly paste a link for that again please RayBan. the url is dead now. thanks.


(Donpedro) #10

yes i need it, too :smiley: :nod:


(RayBan) #11

let me hunt for it, i had to format my c: drive… but im shure i kept the file
somewhere. i’ll edit this post as soon as i find it… perhaps i burnt a backup
cd somewhere.


(kamikazee) #12

In fact, I once managed to attach an MG to a truck without modifying the model: you just make a script mover, make it a tank and give it one of Chruker’s dummies as model. (Given the dummy has a tag_player.)

Then attach the dummy to the truckmodel’s origin and move the misc_gamemodel as you see fit.


(RayBan) #13

new link here
http://rapidshare.com/files/15572376/blitzbody_gun_test.zip.html

@kamikazee
there are a few different ways to do it, but this one is specific for its purpose,
and very easy to implement. script + test map included.


(Donpedro) #14

Thanks, RayBan :>


(Kic) #15

HI Rayban
may I ask you , you created new foliage models and old link dont work , is possible to download your newfoliagemodels ?
Thank you I have crash of PC 2 month back and all was deleted and your grass models look so good
Thank you