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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,449 Points: 421 Location: Merryland
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Im almost done with omaha, but i have one problem that is constantly bugging me, and I dont know how to fix it.
It's a detonation map, so once you blow up the Tank target, i have it so it switches to a destroyed model of the tank, (I start it disabled, then when the last bomb goes off, i enable it, and disable the first tank model)
the problem is, when you walk towards the destroyed model when it is disabled, its still there but invisible. It pushes you back also. I cant really give a screenshot because it doesnt help. if you need the .vmf/.bsp, let me know.  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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Rank: The Illuminist

Groups: Administration
Joined: 5/8/2006 Posts: 8,375 Points: 2,755 Location: Seattle
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We're never getting this map, are we?  [13:58] TheSpaniard84: I have a kitty stuck to my rump [13:58] WhuTdufK: I suppose that's better than what's normally stuck to your rump.
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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,449 Points: 421 Location: Merryland
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lol Dustin Diamond said he doesnt have a clue, but hes going to ask different mappers, so i thought I'd do the same.  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
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instead of doing it the way you are doing it you can try this. i'm not sure exactly how you coded it, but you can try making the take a prop_static. then on the output of the bomb change the output to "on detonation -----> name of tank ----> spawn. then instead of spawning the destroyed tank model you can destroy the regular tank model. this way only one of them is present at a time.
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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,449 Points: 421 Location: Merryland
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You cant name prop_statics  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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Rank: You're gonna stick that where?
Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 469 Points: 12 Location: Stupid Town
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Are you starting with the disabled tank asleep? It should be placed on top of the the original one , start asleep, then once the detonation occurs it awakes through an I/O. I use this method.
Steps:
1. Chose the objective you want (Tank, 88mm etc.) 2. Place a prop_dynamic (your objective, which I will use a sherman). 3. Place a dod_control_point. With the following parameters: -Name: Point_Allied_1 -LOCALIZED name to print on the hud: Allied Sherman -Default Owner of the control point: Neither (Very important! If it is owned by a team to start off this could cause a auto win!) - Reset model bodygroup: 1 (also important, because it belongs to nobody, the flags default skin should be Allies (0 = Axis, 1 = US, 2 = British and 3 = white) -Index of this point (unique): 1 (the order the flags will appear on the top left of the player screen, for example axis 1 (index 1) will appear far left, Allied 2 (index 2) will be on the right) - Hud icon material when noone owns point: sprites/obj_icons/icon_obj_tank_allies - Hud icon material when Axis own point: sprites/obj_icons/icon_obj_capt - Hud icon - bomb planted: sprites/obj_icons/icon_obj_tank_white - Hud icon - point destroyed: sprites/obj_icons/icon_obj_capt - Number of Bombs required to destroy: 1
4. Add a dod_bomb_target to the objective. (Name = Allied_1, Target CP = Point_Allied_1, Bombing Team = Wermacht (correctly spelt “Wehrmacht” but I forgive you Valve), and the Add to timer (sec) is optional but I used 60). Add on bomb explode: “kill” in the output tab. 5. For an explosion cinematic I added a env_explosion, ambient_generic and a env_smokestack that are triggered on explosion. 6. Copy your objective model, center the origin on the original and change its model to its destroyed form. Change the name and set as start asleep, and motion disabled in the flags tab. Set the bomb to wake on explode in the outputs tab. 7. Add a prop_static and make the model models/props_crates/tnt_dump.mdl. Make a textured box around it (lets use the trigger texture because you can see through it) and go to the button toEntity and make it a dod_bomb_dispenser. Set the team(s) to give TNT to. 8. I added a dod_point_master to look after giving a time variable. You need to enable it in start enabled, set the time and set who wins when time expires. 9. If you do not want you map to be timed you still need a dod_point_master, just don’t have it start activated. 10. To change the number of bombs, go to the flag, set the number of bombs, add more dod_point_target set it to asleep and as the first bomb explodes, wake it with an output.
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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,449 Points: 421 Location: Merryland
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I have the destroyed model (prop_dynamic) set on Start Disabled "Yes"
I dont see anywhere where it says start asleep.
In case you guys dont understand, the tank doesnt appear in-game. visibly that is, its still there physically, and you can run into it, but you just cant see it until the 3rd bomb blows up.  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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Rank: Not Cool Enough for a Rank :(

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 2,540 Points: 12 Location: ?
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Dragon wrote:In case you guys dont understand, the tank doesnt appear in-game. visibly that is, its still there physically, and you can run into it, but you just cant see it until the 3rd bomb blows up. thats why you have it spawn in when the bomb blows up. this way there isn't a problem with whether or not it blocks somebodies path or not.
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Rank: You're gonna stick that where?
Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/9/2006 Posts: 469 Points: 12 Location: Stupid Town
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Both tanks should line up perfectly on top of each other, That way you shouldn't be able to run into it visible or not. Also if it starts asleep, it should not be there in the way to begin with.
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Rank: Administration

Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper
Joined: 5/31/2006 Posts: 3,449 Points: 421 Location: Merryland
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They are lined up perfectly, but if you look at a regular model of the tank, and a destroyed model, the gun turrent is in a different position, and thats where it gets in the way. I cant start it Asleep because i dont have the option. The only option I have is to start it Disabled, which I did.
Llenta: how do i spawn it? The problem with your previous post is that I cant name a prop_static
edit: llenta, would it work with a prop_dynamic?  Cantrip wrote:When I die, I want to be reincarnated as a woman's jogging bra.
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