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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Script_brushmodels - angles?
9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Aug. 19, 2010 10:49 pm
I am making a map that uses moving script_brushmodels and a modified "Patanosta" script.

Everything moves like i want but the models do not rotate to face the new direction.

I was hoping there is a way to assign them angles as well as origins.

Code:
//scipted by daywalker
//modified by hayx
main()
{
 Patanosta = getent ("escalator","targetname");//the objekt with the targetname “patanosta” has the name “Patanosta”
 Patanosta thread Patanosta_Move();//the script contains the thread Patanosta_Move
}
 
Patanosta_Move()//starts the thread Patanosta_Move
{
Targ1 = getent(self.target,"targetname");
Targ2 = getent(Targ1.target,"targetname");
Targ3 = getent(Targ2.target,"targetname");
Targ4 = getent(Targ3.target,"targetname");
Targ5 = getent(Targ4.target,"targetname");
Targ6 = getent(Targ5.target,"targetname");
Targ7 = getent(Targ6.target,"targetname");
Targ8 = getent(Targ7.target,"targetname");
Targ9 = getent(Targ8.target,"targetname");
Targ10 = getent(Targ9.target,"targetname");
Targ11 = getent(Targ10.target,"targetname");
Targ12 = getent(Targ11.target,"targetname");
Targ13 = getent(Targ12.target,"targetname");
Targ14 = getent(Targ13.target,"targetname");
Targ15 = getent(Targ14.target,"targetname");
Targ16 = getent(Targ15.target,"targetname");
Targ17 = getent(Targ16.target,"targetname");


while (1)
{
self moveto (targ1.origin,10);
Targ1 moveto (targ2.origin,10);//example explanationàTarg1 is moving on the psition of targ2 in 10 seconds
Targ2 moveto (targ3.origin,10);
Targ3 moveto (targ4.origin,10);
Targ4 moveto (targ5.origin,10);
Targ5 moveto (targ6.origin,10);
Targ6 moveto (targ7.origin,10);
Targ7 moveto (targ8.origin,10);
Targ8 moveto (targ9.origin,10);
Targ9 moveto (targ10.origin,10);
Targ10 moveto (targ11.origin,10);
Targ11 moveto (targ12.origin,10);
Targ12 moveto (targ13.origin,10);
Targ13 moveto (targ14.origin,10);
Targ14 moveto (targ15.origin,10);
Targ15 moveto (targ16.origin,10);
Targ16 moveto (targ17.origin,10);
Targ17 moveto (self.origin,10);
Targ17 waittill ("movedone");
}
}


feasible, eh [confused]
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Tristan4592
General Member
Since: Apr 26, 2007
Posts: 235
Last: Nov 11, 2010
[view latest posts]
Level 4
MODSCON
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Friday, Aug. 20, 2010 03:24 am
I haven't scripted for CoD games in ages, but I think theres about two possibilites.

1. The script_brushmodel has a .angle property, which could be set 0 through 360 based on what you wanted.

for example, try myscriptbrushmodel.angle = 90;

2. The script_brushmodel has a rotate function to which you would pass the number of degrees you wanted it to rotate.

for example, try myscriptbrushmodel.rotate(90);

I think the second one is most likely the case, but feel free to try both. As I said, I haven't done this in a while, but based on programming experience in multiple languages this is probably how its done.

I would make a simple example and test it for you myself, but I don't have radiant installed for any games right now as most of my recent mapping has been in the Source & Unreal Engines.
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Friday, Aug. 20, 2010 04:10 am
Angles are vectors, not an integer.
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9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Aug. 20, 2010 04:37 am
attachment: image(103.5Kb)
tyall for helping out, but i had a revelation about 2 hours ago and i used script_origins at the corners of my path, if statement comparing the brush origins and turn.origin, and then rotate if they are the same.

works pretty good except for the brushes that start initially on the turns are facing the wrong way.

I then figured out i can just rotate them in radiant so as to preemtively correct there angles.

but since i aready have a thread going....

Is there any way to fix how Vista and Radiant do patches/curves?

I have what i think is called graphics tearing ( the textures are shooting into infinity like sunrays, rather than staying on the object)

i am forced to use my vista as my xp has fallen prey to Malware, and i was hopeing there might be an easy fix for this (doubt it but still hoping)

see attachment for a picture of what i mean
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