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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: Rotating xmodel door
Warr!or
General Member
Since: Jun 21, 2005
Posts: 257
Last: Feb 9, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Saturday, Jan. 26, 2008 05:08 pm
Hi,
I know how to rotate a door made of brushes.
You have to make an orig texture next to it where you want the door to ratate. Than you select the door brushes and the orig and you make a script_brushmodel of them.

But now I want to rotate an xmodel door (xmodel/prop_door_metal_bunker), but the door is a script_model and the orig is a brush so they can't placed together.

Has someone a solution for this?
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Warr!or
General Member
Since: Jun 21, 2005
Posts: 257
Last: Feb 9, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 27, 2008 09:08 am
bump
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 27, 2008 09:15 am
script the same way as you would with a brushmodel, the little square somwere around the model is the origin of it
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Warr!or
General Member
Since: Jun 21, 2005
Posts: 257
Last: Feb 9, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 27, 2008 09:26 am
Yeah, but that square is in the middle of my xmodel and so it will be rotating around the middle, but I want the xmodel to rotate around the side (just like a normal door).
The orig brush is to relocate the origin of a brush, but I don't know how to relocate the origin of a model.
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Warr!or
General Member
Since: Jun 21, 2005
Posts: 257
Last: Feb 9, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Monday, Jan. 28, 2008 01:06 pm
Ok, I've got the solution and I just wanted to let you know, because if someone has the same problem, he can use this.

I gave my script_model (door) a targetname = door.
On the point I wanted to ratate my door, I created a script_origin with a targetname = origin.

That' s all for the Radiant part.
Now, in the .gsc, I use the Linkto function.

Code:
main()
{
	maps\_load::main();

	door();
}

door(){
	door = getent ("door","targetname");
        origin = getent ("origin", "targetname");

	door linkto(origin);	
	origin rotateYaw( 90, 0.1, 0.05, 0.05 );
}


Grtz[wave]

edited on Jan. 28, 2008 08:07 am by Warr!or
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