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  1. #1
    Lieutenant Loveboy's Avatar
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    Hello Tally, I meant that with the bomb of the maps. Every map has got other bomb. Here the bombs of burgundy (A)

    Click image for larger version. 

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    And here somewhere of the file has got the map burgundy (bombs)

    Click image for larger version. 

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    And one of the script looks like so...

    Code:
    iwmap 4
    // entity 0
    {
    "ambient" ".5"
    "sunlight" "2"
    "sundirection" "-45 95 0"
    "suncolor" "1.000000 1.000000 0.882353"
    "classname" "worldspawn"
    "sundiffusecolor" "0.909804 0.952941 1.000000"
    "_color" "1 1 1"
    }
    // entity 1
    {
    "target" "auto1"
    "script_bombmode_single" "1"
    "script_team" "axis"
    "script_bombmode_dual" "1"
    "script_bombmode_original" "1"
    "script_label" "A"
    "classname" "trigger_use_touch"
    "targetname" "bombzone"
    "script_gameobjectname" "bombzone"
    // brush 0
    {
     ( -16 -32 -32 ) ( -16 16 -32 ) ( -16 16 64 ) origin 64 64 864 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -16 16 -32 ) ( 32 16 -32 ) ( 32 16 64 ) origin 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 16 16 -32 ) ( 16 -32 -32 ) ( 16 -32 64 ) origin 64 64 864 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 32 -16 -32 ) ( -16 -16 -32 ) ( -16 -16 64 ) origin 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 32 -32 64 ) ( -16 -32 64 ) ( -16 16 64 ) origin 64 64 432 -864 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -16 -32 32 ) ( 32 -32 32 ) ( 32 16 32 ) origin 64 64 432 -864 0 0 lightmap_gray 16384 16384 0 0 0 0
    }
    // brush 1
    {
     ( 80 176 0 ) ( -112 176 0 ) ( -112 -224 0 ) trigger 64 64 432 -848 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -132 -224 96 ) ( -132 176 96 ) ( 60 176 96 ) trigger 64 64 432 -848 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -96 -112 16 ) ( 96 -112 16 ) ( 96 -112 0 ) trigger 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 112 -224 16 ) ( 112 176 16 ) ( 112 176 0 ) trigger 64 64 848 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 80 112 16 ) ( -112 112 16 ) ( -112 112 0 ) trigger 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -112 176 16 ) ( -112 -224 16 ) ( -112 -224 0 ) trigger 64 64 848 16 0 0 lightmap_gray 16384 16384 0 0 0 0
    }
    }
    // entity 2
    {
    "script_sound" "flak88_explode"
    "classname" "script_model"
    "model" "xmodel/german_artillery_flak88_aa_nm_d_static"
    "angles" "0 90 0"
    "script_exploder" "1"
    "targetname" "exploder"
    "origin" "0 0 0"
    "script_gameobjectname" "bombzone"
    }
    // entity 3
    {
    "origin" "0 0 0"
    "script_exploder" "1"
    "angles" "0 90 0"
    "model" "xmodel/german_artillery_flak88_aa_nm_static"
    "classname" "script_model"
    "script_gameobjectname" "bombzone"
    }
    // entity 4
    {
    "targetname" "auto1"
    "script_exploder" "1"
    "script_fxid" "flak_explosion"
    "classname" "script_model"
    "model" "xmodel/fx"
    "origin" "0 0 0"
    "script_gameobjectname" "bombzone"
    }
    // entity 5
    {
    "script_gameobjectname" "bombzone"
    "exploder" "1"
    "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 -78 128 ) ( -32 74 128 ) ( 32 74 128 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -32 -64 96 ) ( 32 -64 96 ) ( 32 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 26 -80 96 ) ( 26 72 96 ) ( 26 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 28 58 96 ) ( -36 58 96 ) ( -36 58 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -32 88 96 ) ( -32 -64 96 ) ( -32 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
    }
    }
    There is the trigger and models in the .map file

    Click image for larger version. 

Name:	something.jpg 
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ID:	477

    But my question: Every map has got other bomb, so other .MAP file. But from where are the .map called for the maps? As example for the map mp_burgundy? I want to change the path, so it can get another model too.

  2. #2
    Sergeant serthy's Avatar
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    You didnt get the Problem here Loveboy.
    These 'bomb'-objects are script_brushmodels (in your *.map file) and they are compiled into the mapname.d3dbsp, there is no way to change them!
    You can create you own maps and use the prefabs of these, but you have to compile them before you are able to play on your maps.
    The only possible way to have other bomb-objects is to delete the original ones and spawn some xmodels, however these dont have any collision.
    (faking collision with spawning triggers + setcontents)
    You could also try to change the models of the script_models, but i dont know of this will work.
    Last edited by serthy; 14th October 2013 at 21:38.

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    Loveboy (14th October 2013)

  4. #3
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    Quote Originally Posted by serthy View Post
    You didnt get the Problem here Loveboy.
    These 'bomb'-objects are script_brushmodels (in your *.map file) and they are compiled into the mapname.d3dbsp, there is no way to change them!
    Actually, there is way to get script_models in scripts, so maybe he can set a new model with setModel() function. In theory, not tested yet!!!

  5. #4
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    Quote Originally Posted by randall View Post
    Actually, there is way to get script_models in scripts, so maybe he can set a new model with setModel() function. In theory, not tested yet!!!
    Yes, you should be able to delete the original bombzone models, and then replace them with new models via script.

  6. #5
    Sergeant serthy's Avatar
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    Quote Originally Posted by serthy View Post
    ...spawn some xmodels, however these dont have any collision.
    (faking collision with spawning triggers + setcontents)
    trigger = spawn( "trigger_radius" , position , 0 , radius , height );
    trigger setContents( true );

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    Loveboy (15th October 2013)

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