Loveboy (15th October 2013)
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
Loveboy (16th October 2013)
only script_bushmodels are blocking? there are too worldspawn, trigger_usetouch (never delete) and this
They are brushmodelsCode:// 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?
Loveboy (16th October 2013)
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.
Loveboy (16th October 2013)
Looks soooo amazing 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 .
Last edited by RobsoN; 16th October 2013 at 17:33.
"Don't worry if your code doesn't work correctly - if everything worked, you would not work" ~Mosher's right
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!
kung foo man (16th October 2013)