trigger = spawn( "trigger_radius" , position , 0 , radius , height );
trigger setContents( true );
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Thank you serthy! You can't go in the trigger, but I have got now another problem: the clip/origin of the .map bomb are blocking.
So how like default bombs are in the .map files the clips/origins in it. I can't delete them. Is it possible too to delete the clips/origins?
catch them with getentarray and delete them, if theyre script_brushmodels, otherwise, its not possible
only script_bushmodels are blocking? there are too worldspawn, trigger_usetouch (never delete) and this
They are brushmodels :DCode:// entity 5
{
"script_gameobjectname" "bombzone"
"exploder" "2"
"classname" "script_brushmodel"
// brush 0
{
( 32 72 0 ) ( -32 72 0 ) ( -32 -80 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 -80 78 ) ( -32 72 78 ) ( 32 72 78 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -36 -128 96 ) ( 28 -128 96 ) ( 28 -128 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 58 -80 96 ) ( 58 72 96 ) ( 58 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 28 22 96 ) ( -36 22 96 ) ( -36 22 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -56 88 96 ) ( -56 -64 96 ) ( -56 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
// entity 6
{
"script_gameobjectname" "bombzone"
"exploder" "2"
"classname" "script_brushmodel"
// brush 0
{
( 32 72 0 ) ( -32 72 0 ) ( -32 -80 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 -80 78 ) ( -32 72 78 ) ( 32 72 78 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -34 22 96 ) ( 30 22 96 ) ( 30 22 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 44 -80 96 ) ( 44 72 96 ) ( 44 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 28 120 96 ) ( -36 120 96 ) ( -36 120 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -44 90 96 ) ( -44 -62 96 ) ( -44 -62 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
so which one delete?
This is how to do it:
You see the method at the foot of the function - it searches for all entities with the script_objectivename of "bombzone". Then it searches for all script_brushmodels within those entities. Then it deletes them. Simple!PHP Code:
replaceModels()
{
level.saved_origin = [];
entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( isdefined( entitytypes[i].script_gameobjectname ) )
{
gameobjectnames = strtok( entitytypes[i].script_gameobjectname, " " );
for( k = 0; k < gameobjectnames.size; k++ )
{
if( gameobjectnames[k] == "bombzone" )
{
if( entitytypes[i].classname == "script_model" )
{
level.saved_origin[level.saved_origin.size] = entitytypes[i].origin;
entitytypes[i] delete();
}
}
}
}
}
for( i=0; i < level.saved_origin.size; i++ )
{
replace = spawn( "script_model", level.saved_origin[i] );
replace setModel( "xmodel/vehicle_halftrack_rockets_snow_static" );
}
entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( isdefined( entitytypes[i].script_gameobjectname ) )
{
gameobjectnames = strtok( entitytypes[i].script_gameobjectname, " " );
for( k = 0; k < gameobjectnames.size; k++ )
{
if( gameobjectnames[k] == "bombzone" )
{
if( entitytypes[i].classname == "script_brushmodel" )
{
entitytypes[i] delete();
}
}
}
}
}
}
Narrowing down your search enables you to target the clips in a certain area. Otherwise, you would end up deleting all the clips on the map. And that's no good.
So thank you to all! It works now :)
I just did another model Tally :D
Attachment 482
Looks soooo amazing :D I Like the cod4 bombside in cod2 ^^ good job guys.
Btw Loveboy, it would look better if you replace cod2 bomb model with suitcase from cod4 / mw2 / mw3 :) .
Sure RobsoN, I would to like modify the SD gametype.
I wanted to change the TNT to Dynamite, but if the suitcase looks cool too, no problem I will do the suitcase!
So I don't know if I do the suitcase.. if i would do this I have to add anims how he is pressing the code on the suitcase (BO2) :D
But what you would say about this?
Attachment 483