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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: entity problem
liltc64
General Member
Since: Feb 12, 2007
Posts: 906
Last: Oct 22, 2012
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Level 7
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Wednesday, Nov. 18, 2009 06:47 am
hey, i have this problem. ill make a brush a brush_model on radaint what ever and in the .gsc when i try to delete it, it will say what ever is not an entity, but if i hide it, it will work perfectly just still colideable. hears a example.

randomFloor[1] hide();

right if i add that it works it hides what ever, now if i try adding

randomFloor[1] hide();
randomFloor[1] delete();

it will say randomfloor what ever is not an entity... dose anyone know the answer to this???
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COD4GRC
General Member
Since: Aug 12, 2007
Posts: 44
Last: Jan 30, 2010
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Level 2
Category: CoD2 Scripting
Posted: Wednesday, Nov. 18, 2009 09:33 am
Like the error says; your brushmodel is not an entity. only entities can be deleted, so it is not possible to delete brushmodels :)
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD2 Scripting
Posted: Wednesday, Nov. 18, 2009 01:32 pm
It should be possible to delete script_brushmodels - they are a scriptable entity after all. The exploder scripts in _utility.gsc delete parts of a destroyable wall for example.

Can you delete if you don't hide first?

If it doesn't work you can use notsolid() on your brushmodel to make it non-collidable.
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liltc64
General Member
Since: Feb 12, 2007
Posts: 906
Last: Oct 22, 2012
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Wednesday, Nov. 18, 2009 05:41 pm
working now stupid loops
[pimp]
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MODSonline.com Forums : Call of Duty 2 : CoD2 Scripting

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