howto
- ammo boxes spinning? (weapon_magicammo)
- mortar spinning? (weapon_mortar)
and some other weapons too…
it works fine with medpacks, also the sten rotates and the panzerfaust also…
but I cant find any reason why those others don’t…
howto
and some other weapons too…
it works fine with medpacks, also the sten rotates and the panzerfaust also…
but I cant find any reason why those others don’t…
check your .def file and look at the medkit, sten and panzer… maybe it has a key the ammo doesn’t. if that’s the case, just add the key to what you want to spin.
-this is with rtcw_ents_in_ET, right?
I rechecked the entities, there is no difference (et_entities.ent)
I use et 2.60b and gtkRadiant 1.5,
I tried the entities which are bundled with radiant, and these ones:
http://spyjuice.com/radiant/ET_ent_v1_radiant_1_5.zip
I now made a test, I putted all weapon_* in a map, to see which ones do rotate (with the entities from spyjuice)…
so:
missing model ingame:
weapon_colt - if passing as allies gives the info that you picked up
weapon_luger - ipassing as axis, gives the info picked up
not spinning/rotating:
weapon_fg42
weapon_flamethrower
weapon_garandRifle
weapon_k43
weapon_kar98Rifle
weapon_M1CarbineRifle
weapon_magicammo
weapon_magicammo2
weapon_mobilemg42
weapon_mortar
does rotate/spin:
weapon_mp40
weapon_panzerfaust
weapon_sten
weapon_thompson
beside:
item_healths (all of em except item_health_wall - hasnt that key) spins just fine, the supsended key works also fine with all tested entities…
Also I could replace the model used by the health entitie, just add a key ‘model’, and that spins as the original. (That model has no spinning animation - first I thought thats it).
(edited)
Keep in mind that many entities, especially those of rtcw, may have ‘hidden spawnflags’. For example, a returnable objective (team_CTF_red/blueflag) can rotate aswell by using some special spawnflag value, although there is no option (checkmark) in the entity options.
is there any way to make this thing turn?
for example with a func_rotating ?
Im new to this… lol, so I have not much clue how to make this work…
I guess its not possible to make it rotate, cause the entitie is dynamic… Its spawns, can be picked up…
Just try a couple of different “spawnflag” values and see if they do something… other than that I doubt it… But it might work if you give it a scriptname and tell it to rotate (setrotation for example) in the script.
a pretty ugly solution, very complicated just to accomplish that…
the classname of the mortar can be exchanged for any weapon, and same should work for the ammo (yet untested… have right now enough of it)…
I think there should be an easier way, instead of using those trigger_multple? …
this is the rotating mortar, which can be picked up:
// entity 0
{
"classname" "weapon_mortar"
"origin" "0 0 16"
"spawnflags" "3"
"count" "60"
"target" "prefab_weapon_mortar_spin_trigger_pickup"
"targetname" "prefab_weapon_mortar_spin_pickup"
"model" "models/prefabs/empty_model.md3"
}
// entity 1
{
"classname" "func_rotating"
"spawnflags" "1"
"targetname" "prefab_weapon_mortar_spin"
"speed" "90"
// brush 0
{
( 4 4 16 ) ( 4 -4 16 ) ( -4 4 16 ) common/origin 0 0 0 0.5 0.5 0 0 0
( 4 4 24 ) ( -4 4 24 ) ( 4 4 -8 ) common/origin 0 0 0 0.5 0.5 0 0 0
( 4 4 24 ) ( 4 4 -8 ) ( 4 -4 24 ) common/origin 0 0 0 0.5 0.5 0 0 0
( -4 -4 0 ) ( 4 -4 0 ) ( -4 4 0 ) common/origin 0 0 0 0.5 0.5 0 0 0
( -4 -4 -8 ) ( -4 -4 24 ) ( 4 -4 -8 ) common/origin 0 0 0 0.5 0.5 0 0 0
( -4 -4 -8 ) ( -4 4 -8 ) ( -4 -4 24 ) common/origin 0 0 0 0.5 0.5 0 0 0
}
// brush 1
{
( 12 4 8 ) ( 12 -4 8 ) ( -12 4 8 ) common/nodrawnonsolid 0 0 0 0.5 0.5 0 0 0
( 12 4 16 ) ( -12 4 16 ) ( 12 4 0 ) common/nodrawnonsolid 0 0 0 0.5 0.5 0 0 0
( 20 4 16 ) ( 20 4 0 ) ( 20 -4 16 ) common/nodrawnonsolid 0 0 0 0.5 0.5 0 0 0
( -12 -4 0 ) ( 12 -4 0 ) ( -12 4 0 ) common/nodrawnonsolid 0 0 0 0.5 0.5 0 0 0
( -12 -4 0 ) ( -12 -4 16 ) ( 12 -4 0 ) common/nodrawnonsolid 0 0 0 0.5 0.5 0 0 0
( -20 -4 0 ) ( -20 4 0 ) ( -20 -4 16 ) common/nodrawnonsolid 0 0 0 0.5 0.5 0 0 0
}
}
// entity 2
{
"classname" "misc_model"
"origin" "2 0 0"
"model" "models/weapons2/mortar/mortar_pickup.md3"
"target" "prefab_weapon_mortar_spin"
"modelscale" "1.5"
}
// entity 3
{
"classname" "trigger_multiple"
"targetname" "prefab_weapon_mortar_spin_trigger_pickup"
"scriptname" "prefab_weapon_mortar_spin_trigger_pickup"
"spawnflags" "3"
// brush 0
{
( 50 16 64 ) ( 50 -6 64 ) ( 18 16 64 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( 50 8 62 ) ( 18 8 62 ) ( 50 8 60 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( 24 16 62 ) ( 24 16 60 ) ( 24 -6 62 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( 16 -6 48 ) ( 48 -6 48 ) ( 16 16 48 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( 6 -8 60 ) ( 6 -8 62 ) ( 38 -8 60 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( 8 -10 60 ) ( 8 12 60 ) ( 8 -10 62 ) common/trigger 0 0 0 0.5 0.5 0 0 0
}
}
// entity 4
{
"classname" "func_timer"
"origin" "-36 0 30"
"wait" "10"
"scriptname" "test01"
"spawnflags" "1"
"target" "prefab_weapon_mortar_spin_pickup"
}
// entity 5
{
"classname" "trigger_multiple"
"spawnflags" "3"
"scriptname" "prefab_weapon_mortar_spin_trigger_spawn"
"targetname" "prefab_weapon_mortar_spin_pickup"
// brush 0
{
( 40 -8 64 ) ( 40 -10 64 ) ( -6 -8 64 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( 40 8 60 ) ( -6 8 60 ) ( 40 8 48 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( 0 -8 60 ) ( 0 -8 48 ) ( 0 -10 60 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( -6 -10 48 ) ( 40 -10 48 ) ( -6 -8 48 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( -6 -8 48 ) ( -6 -8 60 ) ( 40 -8 48 ) common/trigger 0 0 0 0.5 0.5 0 0 0
( -16 -10 48 ) ( -16 -8 48 ) ( -16 -10 60 ) common/trigger 0 0 0 0.5 0.5 0 0 0
}
}
this into mapscript:
prefab_weapon_mortar_spin_trigger_pickup
{
activate
{
setstate prefab_weapon_mortar_spin invisible
}
}
prefab_weapon_mortar_spin_trigger_spawn
{
activate
{
setstate prefab_weapon_mortar_spin default
}
}
well… and then it needs a empty model…
http://www.badongo.com/file/3616398
you can also look at this thread which may help
http://www.splashdamage.com/forums/viewtopic.php?t=16890