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Scripting a Ship Crash
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Jedi_Mediator
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PostPosted: Sun Jan 31, 2010 4:17 pm Post subject: Scripting a Ship Crash Reply with quote

For my SP project I'm trying to script a ship to be blown out of the sky and then crash into the ground near the player. I've tried to use a misc_model with the script_targetname "tiefaller" (i've confirmed that's the "affect" reference in the script). The misc_model didn't work, but I assume that's because it's basically part of the BSP.

So then I tried a misc_model_static. I gave it a model value of models/map_objects/ships/tie_bomber.md3 and also gave it the script_targetname of "tiefaller." But in-game, the model didn't even show up.

What's going on here? Is there something I'm missing about misc_model_static? Isn't it supposed to be basically a script-controllable model?




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PostPosted: Sun Jan 31, 2010 4:58 pm Post subject: Re: Scripting a Ship Crash Reply with quote

This is for SP?

Try misc_model_breakable.

Failing that, try misc_model targeting a func_static, and moving the static.


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lassev
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PostPosted: Sun Jan 31, 2010 5:07 pm Post subject: Re: Scripting a Ship Crash Reply with quote

Jedi_Mediator wrote (View Post):
What's going on here? Is there something I'm missing about misc_model_static? Isn't it supposed to be basically a script-controllable model?


The main difference between misc_model_static and misc_model is that a misc_model will be turned into map triangles during the compile, while a misc model_static is nothing but stored entity parameters. Misc_model_static then only appears in game, whereas misc_model becomes so integrated you don't even need to ship the md3 or ase with the level.

So, yeah, the best bet is usually to target a misc_model at a func_static. If your level's lighting conditions are more challenging, you can use the model2 key in a func_static to summon a model ingame. With model2 the summoned model's origin will be the brush entity's origin. With a misc_model targeted at an entity, you can naturally have the model wherever you want in relation to the brush entity origin.


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Jedi_Mediator
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PostPosted: Sun Jan 31, 2010 7:22 pm Post subject: Re: Scripting a Ship Crash Reply with quote

So--just make a random little brush combined with an origin brush into a "func_static," then target the misc_model_static at the static?




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PostPosted: Sun Jan 31, 2010 7:39 pm Post subject: Re: Scripting a Ship Crash Reply with quote

Misc_model, not misc_model_static.


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PostPosted: Sun Jan 31, 2010 11:54 pm Post subject: Re: Scripting a Ship Crash Reply with quote

You can still use a misc_model_static though.




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lassev
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PostPosted: Mon Feb 01, 2010 6:42 am Post subject: Re: Scripting a Ship Crash Reply with quote

Since misc_model_statics have a much poorer lighting than misc_models, for something that moves and rotates a lot it could be a good bet if it indeed works like SK said - I wouldn't know since I never use them for anything.


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PostPosted: Mon Feb 01, 2010 1:25 pm Post subject: Re: Scripting a Ship Crash Reply with quote

After all, I'm never wrong. And if I am, I can just delete the thread.  Very Happy 2




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Aazell
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PostPosted: Mon Feb 01, 2010 6:19 pm Post subject: Re: Scripting a Ship Crash Reply with quote

Has anyone got ant tips on smooth ship movements. Whenever I ues a func train for a ship it just looks completely unrealistic. Using turn train and linear where needed of course but it still looks awful.
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PostPosted: Mon Feb 01, 2010 8:41 pm Post subject: Re: Scripting a Ship Crash Reply with quote

As long as you map for SP you can use roffs. They are the only way to achieve smooth movement that's not completely linear. The bad news is that you will need to find some saintly person with an ancient version of Max and too much time on his hands to get them.


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PostPosted: Mon Feb 01, 2010 8:52 pm Post subject: Re: Scripting a Ship Crash Reply with quote

*Scribbles out ships Idea*
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PostPosted: Mon Feb 01, 2010 10:09 pm Post subject: Re: Scripting a Ship Crash Reply with quote

No, no--you just put a lot of effort (and even some math) into scripting the ship movement, and it looks just fine in motion. There need to be enough subtle changes in direction to make it look realistic, that's all. And with the absolute-coordinate-style move commands in the script, it eats up virtually no entities (no worrying about ref_tags cluttering everything).

I am currently in the process of proving it can be done. Smile




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PostPosted: Tue Feb 02, 2010 2:50 am Post subject: Re: Scripting a Ship Crash Reply with quote

lassev wrote (View Post):
As long as you map for SP you can use roffs. They are the only way to achieve smooth movement that's not completely linear. The bad news is that you will need to find some saintly person with an ancient version of Max and too much time on his hands to get them.


You rang?   Smile

If you need a .ROF file for a more spectacular spiral into the ground or something like that... just let me know.  I can make the .ROF file for you.  There's a post on the site (somewhere) where Lassev talks about the process (It should be put in the tutorial section if it's not already).

By the way Lassev, how's the Cloud City Shooting Range coming along?
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PostPosted: Tue Feb 02, 2010 7:37 am Post subject: Re: Scripting a Ship Crash Reply with quote

Archangel35757 wrote (View Post):
By the way Lassev, how's the Cloud City Shooting Range coming along?


Well, I don't like hijacking threads, but let's say I finally solved for good one huge problem, namely JA's seemingly inherent inability to remove weapons from the player, which had led to the worst bug Mercenary reported in the beta. There are still some animation issues and such I'm currently trying to solve. Mercenary's test was so thorough it revealed a host of problems I was unaware of.


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PostPosted: Tue Feb 02, 2010 12:20 pm Post subject: Re: Scripting a Ship Crash Reply with quote

Archangel35757 wrote (View Post):
lassev wrote (View Post):
As long as you map for SP you can use roffs. They are the only way to achieve smooth movement that's not completely linear. The bad news is that you will need to find some saintly person with an ancient version of Max and too much time on his hands to get them.


You rang?   Smile

If you need a .ROF file for a more spectacular spiral into the ground or something like that... just let me know.  I can make the .ROF file for you.  There's a post on the site (somewhere) where Lassev talks about the process (It should be put in the tutorial section if it's not already).

By the way Lassev, how's the Cloud City Shooting Range coming along?


I seemed to have this feeling that someone I knew had ROF capabilities...Razz




Prolong your life! A day of routine lasts a minute; a day of variety lasts a year.   ~Me

[/rant]   I'm done now...     ~NAB622

I don't think in my mind, I think inside forum posts. :D  ~Pande
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