Lazarus Posted December 13, 2017 Posted December 13, 2017 I am attempting to build a cutscene in which the player blows up a set of rocks via an explosion See as following. //Generated by BehavEd rem ( "camera command" ); affect ( "rock", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 10500.000 ); remove ( "rock" ); } affect ( "explosive", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 10500.000 ); remove ( "explosive" ); } affect ( "fakeplayer-expl", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "plant" ); wait ( 4000.000 ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "hide" ); wait ( 4000.000 ); remove ( "fakeplayer-expl" ); } camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "expl-cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "expl-cam1", ORIGIN)$, 0 ); wait ( 5000.000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "expl-cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "expl-cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 10.000, 5000 ); wait ( 5000.000 ); wait ( 3000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); Now the entity rock and entity explosive are misc_models (actually, the explosive is a misc_model_static) yet they wont be removed when my explosive triggers. I havent touched yet the object that my model explosive starts deactivated. So my question is, can misc models be removed? and if so, how do i target them, cause the remove functionality doesnt work.
Noodle Posted December 13, 2017 Posted December 13, 2017 I think they must have a script_targetname name, otherwise it won't work. Not sure, though.
Lazarus Posted December 13, 2017 Author Posted December 13, 2017 I think they must have a script_targetname name, otherwise it won't work. Not sure, though. they do have a script_targetname as a regular script targetname ignore the target_scriptname rather than the script_targetname in the rock that was a typo and is already removed.
Solution Lazarus Posted December 13, 2017 Author Solution Posted December 13, 2017 tweaked arround, created a func_usable, gave it model2 propperty, that did the trick. Only now to see how i can resize a model with this. https://jkhub.org/topic/8413-model2-key-with-func-useable/ off course, search a bit and you find the awnser close to home Got it working now! Noodle likes this
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now