Need Help With Scripting -1 reply

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UU_BobaFett

JKG Lead coder

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18th July 2006

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#51 10 years ago

Can be done with both, to trigger a speaker through a script, use the use() command in the script




hhunter6

The Internet ends at GF

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13th September 2007

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#52 10 years ago
UU_BobaFett;4668953Can be done with both, to trigger a speaker through a script, use the use() command in the script

so if i wanted a sound for say my shuttle it would go under the action part of the script?




hhunter6

The Internet ends at GF

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13th September 2007

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#53 10 years ago

Ok go the final script done. Thanks for everyone's patience and help with that...... Now my next question is about moving the Tie fighter. Do i use a model_static or the vehicle NPC? if i use the model static would I use Ref_tags to move it or navgoals?

and sorry for the double post.




NAB622

EAT ME!

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8th October 2005

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#54 10 years ago

I don't know if you can move NPC vehicles with a script or not. However, you can't move models. You need to do a trick to do so. There are two ways of doing it.

1: Add a model2 key to a func_static entity (thanks to Boba for the tip) 2: Make a misc_model, and "target" it at a func_static. If you move/rotate the func_static, the model will copy its every move.

Of course, if you use a model, you'll need to make physics brushes as well (models are nonsolid). So if you go that route, you may as well make the physics brushes infot your func_static.

Yes, you can still use ref_Tags. Or, if you really want to get adventurous, you can just input the coordinates straight into the MOVE blocks in your script.




exonimus

CSG merge, anyone?

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6th November 2008

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#55 10 years ago

if you add a model2 key to a func static(what I usually do) don't forget to texture it with the 'origin' brush




NAB622

EAT ME!

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8th October 2005

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#56 10 years ago

On the subject of origin brushes.....if you want to get uber technical, every func_ entity (func_door, func_wall, etc) should have an origin brush in it. Now, you won't really notice much difference.....

...until you get on a lugor server and use /blowup, then it's plain as day. :evilgrin: And I'm sure there are a few other minor things like vis glitches that are fixed by doing that as well. I've been making a habit of that for a while now.