tank problem


(FAQIS) #1

a couple of days ago I felt die bombe was a little bit failed so I started at a new version with a more closed environment to get higher fps, more short distance combat…

I did import some stuff from my original map, and yeh imported the tank…
But now does the tank got a big fat problem…
And I guess it is in the script :s

Its no solid -regardless of spawnflags
There is no trigger field to construct it

The models is however still there

So if anyone can check it so its correct should that be very nice :slight_smile:
Thanks

Script as .txt: http://www.mediafire.com/view/?ibmkcec1ec3pkkc


(Teuthis) #2

check whether the scriptname and targetname was not changed by the Radi through the copy/past of the tank. The radi usually messes up the targetnames and script names when you copy/paste.

so when it was initially scriptname: tank, targetname: tank it might no be changed to scriptname: tank1, targetname: tank1

if this happened this will inhibit the script from doing the job :slight_smile:


(FAQIS) #3

The problem is solved thx :smiley:


(FAQIS) #4

The tank is solid and so…

But hmm, the new parts for the escort of the tank doesnt appear?!

Does the trigger need an origin for beeing attached?!?!


(Teuthis) #5

There are several origins Moving with the tank. Best to Check goldrush for Details.


(Mateos) #6

As long as the Tank clip has an origin, you can attach the rest to it through script afaik.


(FAQIS) #7

Okey, but I will try to include an origin in the trigger, the tank clip already got an origin and mostly stuff is attached to the clip/script_mover

I guess it will fix it :wink:

The problem comes when I attach them…
They disappear (the triggers not the models) or they maybe becoming placed at anothe place?
The icon of the tank is in the middle of the map…
Maybe it appears at 0 0 0?


(Mateos) #8

Check the differences between your map and Gold Rush


(FAQIS) #9

It wont help at all

Since I constructed the tank from scratch as I wanted a tiger and not the very common jagdpanther*

Edit:

But I can for sure look :slight_smile:


(Mateos) #10

Well, it is working in Gold Rush and Fuel Dump and isn’t in your map. Just an advice ^^’


(Teuthis) #11

I remember having emphasized that making a script mover from scratch is a pain in the neck. There are prefab generator which make you whatever tank is commonly available in the pak.0 within 5 sec, including a working script. You just have to say what tank you want and that’s it. Same accounts for the truck. there is really no need to waste time on the most difficult part of mapping.

anyhow, if you make one on your own that’s awesome. But given the fact that there are so many entities coming with the tank it is also hard to help you if you made one on your own. There can be 1000 reasons why yours isn’t working.


(FAQIS) #12

Lol, the toi didnt work becouse the toi had no wait between spawn and attaching :slight_smile:

Now the trigger multiple tries to drive me crazy lol

If it got an origin it seems to fire target when no one is inside and stop firing when an allied is inside(somekind of no gate)
If it not got an origin it wont be attached correct

Is there any limits like how big a trigger brush can be?
Or can I attach it to a non existing tag and let it follow the script mover origin that is lower…

In fact, the trigger seems to be attached so you need to stand at the tank or jump around it to make it firing target

Well however if this not getting solved before the weekend I will use a prefab generator.


(twt_thunder) #13

Why not use the prefab generator and just change the model, and cut a bit on the brushwork?


(Mateos) #14

Only the Tank clip requires an origin brush, all the rest is attached to it, and thus moving with it (Tank model, TOI, Escort entity).


(Mateos) #15

(Double-post for reference)

If you’re still trying to figure it out from scratch, this may help:
http://wiki.splashdamage.com/index.php/Moving_Object_Scripting