Can be done with both, to trigger a speaker through a script, use the use() command in the script
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?
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.
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.
if you add a model2 key to a func static(what I usually do) don't forget to texture it with the 'origin' brush
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.