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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: splitting modelbrush to parts
RAMIDUS
General Member
Since: Aug 24, 2006
Posts: 91
Last: Nov 17, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Thursday, Oct. 20, 2011 10:16 pm
Hi, I finally made simple entity movement in WaW working, now I have an idea in my mind:

If I make a streetcar like this:



and want it to go from one stop to another, I make it simply a brushmodel and make it move...

but, I also need to ensure, that the player can't leave the car while moving - not to ensure player's safety, but to prevent fatal collision player X moving brush, that causes permanent stucking.
i need to block all four doors.

My idea is
1) having clip brushes prepared somewhere nearby, when the car is in station
2) make it move to the doors as soon as the car starts moving
3) when the car reaches the next stop, let the brushes move (or even dissapear?) from the doors.

the problem is: how can I make a "car" brushmodel and a "blocks" brushmodel act as one piece when moving (taking curves, slopes etc.) and, on the other hand, make them act each on their own (blocks -move, car - stand still) when waiting in the stop

or do you know some more efficient way to make this?

I also have a question about refreshing scripts: In all older CoDs I've been editing, editing scripts was as easy as saving edited .gsc file and relaunch the game. Now, the only way I found, how to make edited script come into action, is to recompile the map itself... I don't think it is the best way, especially when my map gets bigger... how do YOU do this?

thanks for hints, advices, answers (mainly answer on Q#2)

Greetings from Czech Republic
Ramidus.

edited on Oct. 20, 2011 06:20 pm by RAMIDUS
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Masterbott
General Member
Since: Jun 22, 2009
Posts: 16
Last: Nov 5, 2011
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Level 1
Category: CoDWW MP Mapping
Posted: Thursday, Oct. 20, 2011 10:43 pm
Isn't the streetcar a xmodel? If it is, you could just make it a script_model and create a (invisible) script_brushmodel to block the door and let them move at the sametime at each station. So something alike:


Code:

Streetcar movex (500, 15, 1, 1);
Door movex (500, 15, 1,1);
Door waittill ("movedone");

Wait(1);

Door movex (-50, 2, 0.5, 0.5); 
Door waittill ("movedone");

Wait(5);
Door movex (50, 2, 0.5, 0.5); 
Door waittill ("movedone")

etc. etc.


If the streetcar isn't a xmodel, but a whole collection of brushes, you could still do the same as above by:
1.Grouping all the brushes except for the door's brush.
2.Putting every movement of each brush in the script.

Overall, it's really not that hard

Regards,

Masterbott
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RAMIDUS
General Member
Since: Aug 24, 2006
Posts: 91
Last: Nov 17, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Friday, Oct. 21, 2011 08:29 am
the streetcar is my own production (brushmodel)

I know I could make doorblockers and the car two different brushmodels, give them the identical commands when moving and different when standing at station, but I just try to come up with more elegant solution, since I plan the path to be quite complicated (curves down the slope, track switch...), which would involve massive stack of commands...

Regards.

Ramidus
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Friday, Oct. 21, 2011 09:21 am
Have you tried using 'linkto' you can make a seperate version of you model from clip brushes (just covering the doors) let say you call it 'clip' for this example

then in your script;

clip= getent( "clip" , "targetname" );
clip = enableLinkto();
clip linkto( your_brushmodel );

you could then do a little if statement to unlink it, this would depend on your code but it would generally want to be;

if (brushmodel is at finishing point)
clip unlink();
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RAMIDUS
General Member
Since: Aug 24, 2006
Posts: 91
Last: Nov 17, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Friday, Oct. 21, 2011 01:02 pm
I had a feeling it will have something to do with LinkTo, but didn't know for sure. Now I know what to focus on, thank you [wave]
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RAMIDUS
General Member
Since: Aug 24, 2006
Posts: 91
Last: Nov 17, 2011
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Wednesday, Oct. 26, 2011 10:41 am
yes, works fine, thank you
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