walk through tank model (tank has a clip)


(jkfloris) #1

I’ve a moving tank. I can destroy and repair it. But I can also walk
through the model. I set the script_mover to solid but still I’m able
to walk in the tank. (I’ve set everything the same as in the goldrush map)

btw.
there are strage spawnflags in the goldrush near the tank
the trigger_obj._info
has a spawnflag of 14
and the func_constructible
has a spawnflag of 553

both can’t be set in gtkradiant, so I filled them in by hand.

floris


([rD]MrPink) #2

I’d just make brushes roughly the same shape as the tank and put the clip texture on them, and then add them to the script_mover. And they can be set in radiant. hit ‘N’ when the brush is selected and you can put in any values you want.


(jkfloris) #3

[rD]MrPink I’ve done that.
(Otherwise how was I able to set the script_mover on “solid”?
So, first read the question, and then give an answer)


(Thej) #4

is the clipping of the tank correct??Could u else paste a piccie here of how it looks like in radiant.


(jkfloris) #5

Ok, here is a link
(big screenshot 234 KB)

http://entree.no-ip.com/tank.jpg


(lennyballa) #6

try deselecting compass, maybe that works


(jkfloris) #7

I forgot to tell that I had to hide the triggers around the tank
and that all the ‘clip weapon metal’ brushes arround the tank are
script_movers including an origin brush.

floris


(jkfloris) #8

I’ve tried the compass, but still no luck :banghead:

Is it possible that in the scriptfile is something strange?


(lennyballa) #9

could be, but for that you gotta post it here :moo:


([rD]MrPink) #10

You can set a script_mover to solid without clip brushes, I have one in my map without them that is solid.


(jkfloris) #11

Here are more screenshots and the script file

I’ve hide the models







http://entree.no-ip.com/tank.script

The script file is almost the same as the goldrush file

I hope that someone will find my mistake


(jkfloris) #12

come on, isn’t there anybody who has a working tank!! :???:

PS
I have also a problem with the gun fire of the tank.
When the tank is at the end of his road, he makes
a 90 degrees flip (Yes, with his gun to the sky) and
after that he destroys the door. Also when I walk
into the trigger_hurt (hurt_barrelbast) I get killed
I thought the script disables this??

So I hope someone has a good tank tutorial.
(or does someone know how to decompile
the other levels to a map file)

floris


(Thej) #13

if u copied and pasted the tank and script from goldrush, it should work, and dont inspire peeps to decompile the SD maps ffs.


(Erik-Ftn) #14

Hi

I’ve just gone through this clipping ordeal myself.

Basically it boiled down to this:

When in clipping trouble, ungroup (in worst cases - delete) the relevant clipping/ script_movers and start over again, defining them. This way I always get it to work. The entity/ brush relations sometimes seem to acquire strange characteristics from thin air (GtkRadiant trouble/ noob handling? - see below).

well known notes: (http://www.splashdamage.com/forums/viewtopic.php?t=2703)

  1. Clipping will attach to model via origins.
  2. Model origin is master (will go to eg path_corner) and clipping will adjust according to point 1.
  3. Build everything as it is, never rotate stuff. Rotate with scripting later.

—elaboration—
I had a multi-brush script mover (with no model), selected one piece of it, copied that piece and put it next to the rest of the script_mover. This caused really strange behaviour with the new part moving by itself rather unregularly in the other end of my map while I was moving the original mover. Unrelated enteties were also triggered, though no new relations were displayed in the editor. My guess is that similar things could happen when you create the origin for your script_mover if you don’t explicitly include it within your entity or (re)define all the pieces together.