| closedWhats with the cow? |
| Started by Dr.G on 10-26-2008, 08:33 PM |
Threads: 75
Joined: Nov 2007
Hellow...rnrnCan someone tell me why i cant kill this cow?rn
rn{rn"origin" "-195 -1387 -253"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow1"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 0 0"rn"classname" "env_model"rn}Threads: 103
Joined: May 2005
cause its just a model.. you cant 'kill' a model without either scripting it to take some sort of damage in amxx or like in glider (i think its glider right) it has to be setup in the map with a func_breakable or such brush entitynnjust like how you cant 'kill' sandbags, or trees, or other models
Threads: 26
Joined: Nov 2005
Hellow...rnrnCan someone tell me why i cant kill this cow?rnrnrnThis is taken from Glider:-rnrn{rn"model" "*177"rn"origin" "109 -2437 -295"rn"rendermode" "5"rn"distance" "0"rn"targetname" "cow"rn"wait" "-1"rn"speed" "50"rn"angles" "270 0 0"rn"rendercolor" "0 0 0"rn"classname" "func_door"rn}rn{rn"origin" "22 -2398 -266"rn"spawnflags" "2"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 90 0"rn"classname" "env_model"rn}rnrnHope it helpsrn{rn"origin" "-195 -1387 -253"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow1"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 0 0"rn"classname" "env_model"rn}
Threads: 75
Joined: Nov 2007
Oh ok thanks guys... i thought it was the model it self that did it... rnrnCheers
Threads: 26
Joined: Nov 2005
I've added the cow to my avalanche BSP file. it's showing were i want it to but when you shoot it, it does not explode or play the "moo" wav file?. Here is what i have added if anyone can spot any obvious mistakes?rnrn{rn"model" "*177"rn"origin" "491 -1299 -571"rn"rendermode" "5"rn"distance" "0"rn"targetname" "cow"rn"wait" "-1"rn"speed" "50"rn"angles" "270 0 0"rn"rendercolor" "0 0 0"rn"classname" "func_door"rn}rn{rn"origin" "491 -1299 -571"rn"spawnflags" "2"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 90 0"rn"classname" "env_model"rn}rn{rn"model" "*178"rn"explosion" "1"rn"capobj_hud_sprite" "sprites/obj_tnt.spr"rn"tntdelay" "3"rn"rendermode" "4"rn"zhlt_lightflags" "2"rn"target" "cow"rn"material" "3"rn"health" "10"rn"rendercolor" "0 0 0"rn"classname" "func_breakable"rn}rn{rn"origin" "491 -1299 -571"rn"message" "ambience/moo.wav"rn"targetname" "cow"rn"spawnflags" "52"rn"pitchstart" "100"rn"pitch" "100"rn"health" "10"rn"classname" "ambient_generic"rn}rnrnThanks!
Threads: 75
Joined: Nov 2007
I would love the answer aswell :)
Threads: 14
Joined: Jan 2006
I would love the answer aswell :)rnrnYou are trying to add unique models that are made and compiled into Glider, into another map. You can't use these.rnrn"model" "*177"rnrn"model" "*178"rnrnSo the only things working in your map that you see, are these two ents right now.rnrnThe cow that you can walk through, because the brush that actually makes it solid, is tied to the model #, that is embeded and compiled into Glider. rnrnYou can't move this brush model to another map, simply by stating "model" "*177" in your BSP. rnrnThe map you have has it's own unique models already assigned to it when compiled, you can't add any more of this type, even if you change the # of them, it just doesn't work.rnrn{rn"origin" "491 -1299 -571"rn"spawnflags" "2"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 90 0"rn"classname" "env_model"rn}rnrnAnd the wave file, waiting to be triggerd by some thing.rnrn{rn"origin" "491 -1299 -571"rn"message" "ambience/moo.wav"rn"targetname" "cow"rn"spawnflags" "52"rn"pitchstart" "100"rn"pitch" "100"rn"health" "10"rn"classname" "ambient_generic"rn}rnrnNotice they have no model #
Threads: 75
Joined: Nov 2007
Thx, ofcourse, that makes sense.. Well i guess there aint nothing else to do then decompile the map and add the models in hammer to do it right.. But it says that XXX amount of polygons is missing when i decompile, that cant be good, but ill give it a shoot in hammer.... Thx again wardog...
Threads: 59
Joined: Jan 2007
You can't move this brush model to another map, simply by stating "model" "*177" in your BSP.rnrnI know nothing about mapping but have been enriched with information by sohood. Would it also not be possible to duplicate this brush with bspviewer and move it over to avalanche for example?rnrnI know the answer is prolly no but it never hurts to ask.
Threads: 103
Joined: May 2005
Would it also not be possible to duplicate this brush with bspviewer and move it over to avalanche for example?nnnope lol, cant do that
Threads: 54
Joined: May 2005
Well i guess there aint nothing else to do then decompile the map and add the models in hammer to do it right.. But it says that XXX amount of polygons is missing when i decompile, that cant be good, but ill give it a shoot in hammer...n ndecompiling a map is only good for "seeing" something to get a better understanding of how it works... but they way maps are decompiled completely "ruins" the map and is then NOT re-compilable ... it has to do with what the compiler engine actually does to whats been created in hammer ...n nyou will never successfully decompile a map, edit it, and then recompile it and get a "better" map... you will actually make it worse.. even if you never added anything ... n nIt is hard to explain properly what happens and the best way to get a visual understanding of this is to make your own simple map, compile it... then decompile it and compare the two source files and you will see they differ greatly...n nthe only way to add things to compiled maps is through crafty amxx coding and/or bsp edit depending on what you want to accomplish.
Threads: 75
Joined: Nov 2007
Thanks alot Tatsu then i wont waste my time on trying that...
Threads: 24
Joined: Oct 2006
Would it also not be possible to duplicate this brush with bspviewer and move it over to avalanche for example?rnBut it is possible to duplicate an existing brush model on the same map and reclassify it. So if you look around avalanche, you may be able to find an applicable model to reuse.
Threads: 59
Joined: Jan 2007
Yes, I'm using that for my airstrike. I still love that option though, you can still change a lot on the map without having to rebuilt it all.

