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foxybrown23

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Posts posted by foxybrown23

  1. Thank you so much ! I will test it :)

     

    EDIT :

     

    I tried Noesis, and he looks (I insist on "it looks") functional,  now here I am:

     

    https://youtu.be/PEhD0QGKBE0

     

    YI0XWs.png

     

    lTC9wL.png

     

     

    game_manager

    {
    spawn
    {
    wait 50
    wm_axis_respawntime 8 // Axis respawn time
    wm_allied_respawntime 8 // Allied respawn time
    wm_set_round_timelimit 15 // Map timelimit
     
    // Stopwatch mode defending team (0=Axis, 1=Allies)
    wm_set_defending_team 0
     
    // Winner on expiration of round timer (0=Axis, 1=Allies)
    wm_setwinner 0
    }
    }
    police_a //scriptname of script_mover
    {
        spawn
        {
            wait 800
            followspline 0 sp_01 50000 length 32 wait //spawn the tank to here
            trigger self police_path //goto tank_path
        }
        trigger police_path
        {
            playsound sound/mapa/sirene_police.wav looping volume 600
            //play a tank sound
            followspline 0 sp_01 100 wait length 304
            //this says goto sp_01 at a speed of 100 and don't look at
            //the next command until after waiting 304
            followspline 0 sp_02 200 wait length 304
            followspline 0 sp_03 300 wait length 304
            followspline 0 sp_04 300 wait length 304
            followspline 0 sp_05 300 wait length 304
            followspline 0 sp_06 300 wait length 304
            followspline 0 sp_07 300 wait length 304
            followspline 0 sp_08 300 wait length 304
    followspline 0 sp_09 300 wait length 304
    followspline 0 sp_10 300 wait length 304
    followspline 0 sp_11 300 wait length 304
    followspline 0 sp_02 300 wait length 304
    stopsound sound/mapa/sirene_police.wav
      //add more lines for how many more splines u have
      //notice that you don't include scripting for spline controls
        }
    }
    police_car_a 
        spawn 
        { 
            wait 800 
            attachtotag police_a tag_police_car_a // It's here that it blocks ! 
      // this attache le tank_shell au scriptmover tank 
        } 
  2. Hi to all of you,
     
    I know it's been a while since the game is old but I'm currently creating a map via GTKRadiant, and after 2 days of searching, I'm stuck with a script_mover
     
    Let me explain :
     
     
    I followed it to the letter except that I, it is not a tank, but a police car, to facilitate my life I downloaded it on Internet, in file .max, I opened in 3DSMax, the model consists of 3 groups: the body of the car, the windows and the siren, I, at first, converted into file .ASE , except that I discovered that in .ASE file is only assigned to static objects, so impossible to use with the script_mover, so I reconverted the model, from the .max file, into .md3 file, except that it displayed without textures in GTKRadiant, to remedy this problem, I downloaded the software Misfit Model 3D and I exported it, again, in .md3 file. At this moment I am told that there are too many vertices on my model, I merge the vertices, and ... miracle, the file is exported correctly.
     
    The file opens so in gtkradiant with its texture, I give it the value and key
    classname: misc_gamemodel,
    targetname: police_car_a
    scriptname: police_car_a
    as shown in the tutorial above
     
    I compile my map in .bsp file, and the copy in my file /etmain / maps
     
    But when I launch it in Enemy territory, I get this message:

    R_loadMD3:
     
    models / mapobjects / etc .... has more than 1025 greens on a surface (2044)
     

     

     

     
     
    So I exported the 3 groups (body, glass, siren) each of their sides, each is a targetname and a scriptname as in the tutorial except that when I run my map the game freeze and stops
     
    So I changed the lines "attachtotag ... tag _...." by reversing the two entities and my map is launched but the model remains invisible ... I hear the sound of script_mover but without the model.
     
    I also tried to put a "misc_model" instead of "misc_gamemodel" but when the map starts my model remains static and seems not to be attached to the script_mover
    So concretely what I would like to do is to lower the vertices of the car (the Pro optimizer, the Optimizer and the MultiRes are not great), would there be a way to "compress" them?
     
    And if in the process, someone would explain to me the line of the script "attachtotag police_car_a tag_police_a" What I do not understand here is what the "tag" represents
     
    Thank you in advance ! it will save my life !!!!!
     
     
     
    Here is my script and some pictures
     
    game_manager
    {
    spawn
    {
    wait 50
    wm_axis_respawntime 8 // Axis respawn time
    wm_allied_respawntime 8 // Allied respawn time
    wm_set_round_timelimit 15 // Map timelimit
     
    // Stopwatch mode defending team (0=Axis, 1=Allies)
    wm_set_defending_team 0
     
    // Winner on expiration of round timer (0=Axis, 1=Allies)
    wm_setwinner 0
    }
    }
    police_a //scriptname of script_mover
    {
        spawn
        {
            wait 800
            followspline 0 sp_01 50000 length 32 wait //spawn the tank to here
            trigger self police_path //goto tank_path
        }
        trigger police_path
        {
            playsound sound/mapa/sirene_police.wav looping volume 600
            //play a tank sound
            followspline 0 sp_01 100 wait length 304
            //this says goto sp_01 at a speed of 100 and don't look at
            //the next command until after waiting 304
            followspline 0 sp_02 200 wait length 304
            followspline 0 sp_03 300 wait length 304
            followspline 0 sp_04 300 wait length 304
            followspline 0 sp_05 300 wait length 304
            followspline 0 sp_06 300 wait length 304
            followspline 0 sp_07 300 wait length 304
            followspline 0 sp_08 300 wait length 304
    followspline 0 sp_09 300 wait length 304
    followspline 0 sp_10 300 wait length 304
    followspline 0 sp_11 300 wait length 304
    followspline 0 sp_02 300 wait length 304
    stopsound sound/mapa/sirene_police.wav
      //add more lines for how many more splines u have
      //notice that you don't include scripting for spline controls
        }
    }
    police_car_a 
        spawn 
        { 
            wait 800 
            attachtotag police_a tag_police_car_a 
      // this attache le tank_shell au scriptmover tank 
        } 

     

     

    model + script_ mover

    NWoILb.png

    VDOROG.png

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