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  1. #1
    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)

  3. #2
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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!!!

  4. #3
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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.

  5. #4
    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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