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Topic: Moving a s&d target |
Grorigan |
General Member Since: Mar 26, 2011 Posts: 66 Last: Jun 23, 2013 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Jan. 16, 2013 03:31 pm |
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Hi all !
I've never made a map, but I already modify a .d3dbsp file in a map when I wanted to move attackers spawns. I changed the "origin" of the "classname" "mp_sd_spawn_attacker".
Example :
Code: {
"origin" "-184 1160 24"
"angles" "0 0 0"
"classname" "mp_sd_spawn_attacker"
}
become :
Code: {
"origin" "-63 1050 20"
"angles" "0 0 0"
"classname" "mp_sd_spawn_attacker"
}
It works fine.
Now, I want to move a s&d target. I tryed to change the "origin" of all objects with "script_gameobjectname" "bombzone", and I have a curious result :
- The target, for example a truck, now cannot be seen at old position, but at the new position. Ok.
- A player cannot plant at old position, and can plant at the new position, because the trigger has been moved. Ok.
- BUT : Players can go through the truck at new position, and cannot go through the old position of the truck. Seems like the 'invisible geometric entity' of the truck has not been moved.
My questions :
- Is it possible to move that 'invisible geometric entity' ?
- if yes, how ? |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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Grorigan |
General Member Since: Mar 26, 2011 Posts: 66 Last: Jun 23, 2013 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Jan. 16, 2013 05:03 pm |
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Thx for reply
Yeah, I think the same. But how to find this collmap ?
For example, in a map (africorps vs desertrats), I have this :
Code: {
"target" "pf702_auto1"
"script_bombmode_single" "1"
"script_team" "axis"
"script_bombmode_dual" "1"
"script_bombmode_original" "1"
"script_label" "A"
"classname" "trigger_use_touch"
"targetname" "bombzone"
"script_gameobjectname" "bombzone"
"origin" "868 -699 47"
"model" "*13"
}
{
"script_sound" "flak88_explode"
"classname" "script_model"
"model" "xmodel/german_artillery_flak88_aa_d_static"
"angles" "0 3.18772e-006 0"
"script_exploder" "7021"
"targetname" "exploder"
"origin" "868 -699 -1"
"script_gameobjectname" "bombzone"
}
{
"origin" "868 -699 -1"
"script_exploder" "7021"
"angles" "0 3.18772e-006 0"
"model" "xmodel/german_artillery_flak88_aa_static"
"classname" "script_model"
"script_gameobjectname" "bombzone"
}
But I don't find other "german_artillery_flak88" which are not link to dm, ctf, or tdm mode.
How can I find this collmap ? |
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Grorigan |
General Member Since: Mar 26, 2011 Posts: 66 Last: Jun 23, 2013 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Jan. 16, 2013 06:04 pm |
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Yeah, I hoped that. But reality is different of our dreams
I thing it is possible to move that collmap, because it isn't a really static thing : it is not here when the map is played in dm or tdm, etc. But how, that is the question !
Edit :
In another map, I have, as a sd target, a german truck. I found 4 models of it in the cod2 xmodels\ :
- vehicle_opel_blitz_woodland
- vehicle_opel_blitz_woodland_d
- vehicle_opel_blitz_woodland_d_static
- vehicle_opel_blitz_woodland_static
Do you know the difference of each model ?
edited on Jan. 16, 2013 11:22 am by Grorigan |
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Grorigan |
General Member Since: Mar 26, 2011 Posts: 66 Last: Jun 23, 2013 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Jan. 16, 2013 06:32 pm |
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Ni3ls writes...Quote: U can place a tag_origin as scriptmodel and do setcontents(1); and then make it solid ;)
I don't understand how to put a function in a d3dbsp file...
Actually, I did not understand what you mean
And it will not solve the second problem : at the old position of the target, I still have an invisible box ! |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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Grorigan |
General Member Since: Mar 26, 2011 Posts: 66 Last: Jun 23, 2013 [view latest posts] |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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