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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Does exploder script work on prefabs
rob034
General Member
Since: Jan 30, 2007
Posts: 72
Last: Mar 5, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Friday, Mar. 5, 2010 04:46 pm
I got this sorted out by placing the fx line in my gsc file for the _load main line and got the next couple of errors. Those had to do with the entities I called in the script. With getent you can't call multiple entities so I thought I change it to getentarray but that also didn't work.

The way I prepared the prefab was after making the bridge, selecting all the brushes and give them a script_brushmodel and targetname.

I was thinking that I could simply have the prefab of the oringal bridge replaced by the prefab of the destroyed bridge and give both a tragetname in the map. They would be seen as 1 entity.

Ran into a whole bunch of other issues, when I tried to remove the script_brushmodel and targetnames in the prefabs. Consequence is that I think I have lost my bridge prefab as it gives an error each time I open it in Radiant. Even the main map errors with this prefab in it. Gonna edit the .mp file in a text editor and remove the prefab. That should at least allow me to open my main map again. And I can use some of the destroyed bridge prefab to reconstruct the bridge again.

The story continues.!!!
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Aug 31, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Saturday, Mar. 6, 2010 11:27 am
ok, let us know how it ends up going for you. wish you luck
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