Tank mover - so nearly there!


(Nodrap) #1

Hi, I’m a relatively new mapper, and am doing the preliminary stages for my second map, and yes, I’m trying to get a ‘tank’ type mover going.

After hours of trawling this forum I think I am now stuck!

Firstly, things I found that I needed to know in addition to the LDR tutorial:

  1. Brushes need origins. This is a very important omission which was only solved through this forum. Can the doc be corrected???

  2. Trigger brushes need common rigger textures.

  3. Tags are not as straightforward as you may think! If you are making your own model you will need at least one, and I’ve only found one example of how to create one in Milkshape (http://www.paposo.com/), and this may be the source of my trouble.

But on to my problem.

I have a tank in my test map that works for 2 move actions (E.g. run_0 and run_1). The tank icon moves on the map, and it can be broken/repaired and this moves with the tank. But I can’t get it past the second move point. I can’t find any obvious script errors. If I untag the trigger_multiple, and stand in the start point, it DOES move along the whole path, so I think the path is set right. I don’t seem to get further “enable” events as I’ve got it reporting text when it does, so I’m guessing its a problem with the trigger_multiple. But why does it work for just 2 steps?? Has it gone out of range? These 2 moves are roughly a tanks length each.

The other problem I see is when it moves away from the start point, I get an invisible collision box that when near gives the message of being “near the tank”. Ahh, so is my trigger_object_info not being attached correctly? No, as if I don’t tag it, the map icon stops moving! I seem to have 2 of them, as if I move over to the tank it shows the near the tank message too!!! I’ve checked the map and there are no odd brushes that shouldn’t be there. And this is where I’m completely stuck!!!

Does this sound familiar to anyone??? Any suggestions of what I could try??? Is there any way to make trigger boxes visible to test?

I can supply my script and testmap to anyone who can help. Everyone suggests making a test tank before making the map (which I’m doing) but has no one made public such a basic map for others to follow?

Any help greatly appreciated!

Nod


(Shaderman) #2

If I untag the trigger_multiple, and stand in the start point, it DOES move along the whole path, so I think the path is set right.

If I get you right, you move near the tank, the tank starts going and moves to the end of your spline path if you keep standing at your initial position? If so, I assume that the trigger_multiple doesn’t move with your tank. I think the targetnames of the entities that should move together have to be the same.

I get an invisible collision box that when near gives the message of being “near the tank”.
This seems to be exactly the same problem. your TOI isn’t moving with the tank model.

Does this sound familiar to anyone???
Oooooh yes it does :smiley:

but has no one made public such a basic map for others to follow?

I have a box map I made for myself while learning about the tank and I was thinking about sharing it when it was done. I’m still not sure if it’s really helpful for someone who hasn’t tried to learn scripting himself. Maybe it’s really time to make a box map with the basic script parts and share it :rolleyes:


(Benfun7) #3

Maybe it’s really time to make a box map with the basic script parts and share it

Please do :rocker2: Yeah!


(Nodrap) #4

I think the targetnames of the entities that should move together have to be the same

I don’t think this is the problem. Looking at the saberpeak map (the only .map of a full level I could find - thanks NOP! Saberpeak) his ship uses unique names for each entity.

I’m using a naming style thus:
trigger_object_info: script and targetname are Tank_toi
script_move: Tank_sm
…etc. but you are making me wonder if this may be causing a problem?

your TOI isn’t moving with the tank model.

Ahh just solved what the invisible col box was! It was the func_constructable!! It had a clip texture on it, and it also apparently has the property of telling you that you are near the TOI, even if it is far away! Another key fact missing from the tutorial. Saberpeak had its well out of the way so that’s what I’ve done.

So the only problem now is the failing of the enabler after 2 paths. How important is the orientation of the tag? I’ve made a massive trigger_multiple box so it shouldn’t matter if it’s been flipped round any way. Or am I wrong???

One thing about my test is that I don’t have a gun attached, which is the only big difference to the tutorial. The only thing I’ve changed is not to have a tagent in the script_mover. And, yes I just tried adding one and it made no difference.

Any other clues?

Nod

P.S. Thanks for the reply Shaderman. If you have a small testmap I could look at, that would be great!!! :slight_smile: I may release this one if I ever get it going!!!


(The Wanderer) #5

the only thing i can think of is the trigger multiple missing the origin brush or having it misplaced. I know you said you placed origin brushes for everything but make sure that the origin brushes for the trigger multiple and the toi are placed right at the center of the model (that is if the model were there) where the origin brush of the script mover is, so they follow the script mover precisely.

Also the .map for goldrush is also available which uses a tank so you might wanna check that one out too.


(Nodrap) #6

Had a look, and the origin looks fine for the trigger_multiple.

Another thing I’ve noticed is that there is an invisible area where the tank started that still produces the “near tank” message when near.

This means there are 3 separate places where this happens:

On the Tank
Near the func_constructible
At the start point of the tank after it has moved away

It might be that the trigger_multiple fails once the tank has moved away from the start area? It’s like it’s moving downward into the floor or somewhere so I can’t reach it later on?? Any ideas!??!

I’m suspiscous that my tag is wrong. Can anyone supply a milkshape model and the .qc so I can compare?

Still in desperate need of help!!!

Nod

P.S. Where can I get the .map for goldrush, I can’t seem to find it anywhere!!!


(Shaderman) #7

It’s hard to help you without having your map and script I think :confused: What about uploading it to a web space? The goldrush map comes with GTKRadiant.


(Lock Ness Monster) #8

lol plz post that box map of a tank, i need a good explaining on those things also lol


(Benfun7) #9

Yes I agree that would be wonderful!


(Nodrap) #10

Well after chatting with Shaderman it became clear that there was potentially a problem with my tagging. I had created a test model with Milkshape and followed the tagging tutorial, but ignored the parts about other items tagged on (such as rotors). But I think that the result wasn’t correct because…

…I just had a cunning plan! To elimiate or implicate the tagging from my problems, I just put the standard tank model in the place of the test tank I created (and updated the attach tag names), and don’t ya know, it now bloody works!!! :eek3:

It is clearly something to do with my tagging. The “real” tank has this .tag file which is clearly different to my .qc. I need to find out what I did wrong now! Anyone have any info on this?

My current .qc is

// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/mapobjects/MyTank/MyTank.md3"
$frames 1 1
$flags 0
$numskins 0

// you can have one or no parent tag
//$parenttag "tag_main"

// tags
$tag "tag_main"

// meshes (surfaces)
$mesh "Box01"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "Box03"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "Box04"
$skin "models/players/model/skin.tga"
$flags 0


…where I manually corrected the model name and set the frames count to 1 (as this has no animation).

Has anyone out there created a new ‘tank’ like object using Milkshape and Paposo’s guide?
If so could they let me see their .qc file? I notice that the guide is for RTCW so perhaps no-one has done this in W:ET and there is a key bit of info missing?!?!?


(Shaderman) #11

You’re right, we forgot about the .tag file :eek3: Run md3totag in the same directory your md3 is.


(No1_sonuk) #12

Nodrap. The Tank model’s probably fine. As Shaderman says, you need to create a .tag file.


(Chruker) #13

Quote:
Maybe it’s really time to make a box map with the basic script parts and share it

Please do Yeah!

You mean like this one: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8280


(Nodrap) #14

It’s amazing how thing’s bloody work when you have the RIGHT INFORMATION!!!

My Tank is now WORKING!!! :clap:

Can someone let me know if the .tag conversion is only needed for W:ET as Paposo’s guide doesn’t mention it AT ALL. If it’s always needed, I will ask him to correct his site.
This is a simple but very important piece of info that has probably wasted 2+ days of my time! No wonder peeps are so scared of creating moving vehicles!!!

I’d also suggest that we add a vehicle section in the sticky turotial that points to the tank examples (like Chruker’s link), and other useful threads that help with what I guess is a very common issue for people (Can sock sort this out?). This thread seems to show up a new problem because, unlike many, I wanted to create a new vehicle.

Thanks, though for all your help guys, esp Shaderman!!!