Moving models? -1 reply

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Terath

I don't spend enough time here

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21st September 2008

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#1 10 years ago

Is there a way to make it so that a model could move with a brush? Like if you had a platform or elevator, and you wanted to place a model on it, is there a way to make the model move with it or can models never move?




Mikouen VIP Member

What?

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4th September 2005

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#2 10 years ago

You'd need to use ICARUS scripting to make staticmeshes mobile, I believe. The MP SDK comes with BehavEd and a guide on using it, it's worth checking out.

Also, just to let you know, that duelling smiley is pushing your signature thirty pixels over the limits.


I don't know how, and I don't know why, but this is totally Sheep's fault.



~*Seto*~

Trapped in the interchet

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#3 10 years ago

This can be done easily using either the model2 key of the entity (needs origin) or by targetting a misc_model-type entity to the bmodel. No scripting is required.




Terath

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#4 10 years ago
Mikouen;4616762 Also, just to let you know, that duelling smiley is pushing your signature thirty pixels over the limits.

Thanks for the heads up

I tried using the model2 key and putting the path of the model in for the value, and then setting a separate value on the brush as the origin (of where the model should spawn on that brush, that may be the wrong thing to do?) and the brush just ended up disappearing during the compile process.

I don't know what a bmodel is so I can't try that :/




Guest

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#5 10 years ago

Terath;4617035Thanks for the heads up

I tried using the model2 key and putting the path of the model in for the value, and then setting a separate value on the brush as the origin (of where the model should spawn on that brush, that may be the wrong thing to do?) and the brush just ended up disappearing during the compile process.

I don't know what a bmodel is so I can't try that :/

Basically, make two small squares... (one inside the other). Make the smaller an origin, and the larger caulked. Select both, and create a moveable entity, (func_door, func_rotating e.t.c.) and then give it a model2 key.

Or

Target your misc_model (ctrk-k) to a small caulked entity with a similar origin brush inside.

Either should work fine.