scripting: moveto
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- CJ Worshipper
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scripting: moveto
is there a scripting tut about:
moveto?
or can anyone post a moveto script here
so i can try figure out how it works?
(learning scripting)
i can do the basics
moveto?
or can anyone post a moveto script here
so i can try figure out how it works?
(learning scripting)
i can do the basics
Cod 1 Mapper&Modder&Moddeler
ok here you go:-
First off create ure brush (size, length ect), then before u convert it to brushmodel, add a 1x1 brush inside it, and texture it tools>origin...
Then convert them both to brushmodel, (remembering to make them 1 brushmodel)
This means you can now move the origin to the point u want to, and not have to guess where the platform is going to go..
then place this in ure gsc:-
(im sure ure cabable of knowing where to edit the script
)
Hope i helped..
For more info visit http://www.modsonline.com
Marshall
First off create ure brush (size, length ect), then before u convert it to brushmodel, add a 1x1 brush inside it, and texture it tools>origin...
Then convert them both to brushmodel, (remembering to make them 1 brushmodel)
This means you can now move the origin to the point u want to, and not have to guess where the platform is going to go..
then place this in ure gsc:-
(im sure ure cabable of knowing where to edit the script

Code: Select all
main()
{
thread door_slider ();
}
door_slider ()
{
door = getent ("slide ", "targetnameâ€);
trig = getent ("slider_trigger ", "targetnameâ€);
while (1)
{
trig waittill ("trigger");
door moveto ((100,200,300), 1); ///// ure brush will move to them co-ordinates in one second
door waittill ("movedoneâ€);
wait (4);
door moveto ((120,220,320), 1); //// ure brush will move to them co-ordinates in one second
door waittill ("movedoneâ€);
}
}
Hope i helped..
For more info visit http://www.modsonline.com
Marshall
You don't need the origin brush for that script, not unless you're rotating something or defining origins in the script.
And just to make it easier for you to understand ((100,200,300), 1); the first 3 numbers represent x,y,z so what thats actually doing is moving 100 units on the x axis, 200 on y, 300 on z. all at the same time.
And just to make it easier for you to understand ((100,200,300), 1); the first 3 numbers represent x,y,z so what thats actually doing is moving 100 units on the x axis, 200 on y, 300 on z. all at the same time.
well
i assumed he would know where the co-ordinates (very basic script knowledge)
and by adding the origin brush, u can be clear of the exact end position of the brush..
Marshall
p.s please read http://www.modsonline.com/Tutorials-read-121.html
i assumed he would know where the co-ordinates (very basic script knowledge)
and by adding the origin brush, u can be clear of the exact end position of the brush..
Marshall
p.s please read http://www.modsonline.com/Tutorials-read-121.html
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- Core Staff
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Yep, for CoD2 its tools<origin, vCod press S and type "common/origin" (without "")creator wrote:i think u mean:Marshall wrote:texture it tools>origin
common/origin

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- CJ Worshipper
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luke can u add my x fire?
milkshakee
or msn
creator-mapper@hotmail.com
i wana ask u something about it
not on here (causes spam)
milkshakee
or msn
creator-mapper@hotmail.com
i wana ask u something about it
not on here (causes spam)
Cod 1 Mapper&Modder&Moddeler
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- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
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- CJ Worshipper
- Posts: 492
- Joined: July 6th, 2006, 11:37 pm
- Location: The Netherlands
- Contact:
oooooohhhh drofderLuke wrote: brush notsolid(); //delete
brush hide();
wait 5;
brush solid();
brush show(); // respawn


u know how this works

if yes please explane it to me

and can u tell me how to make like walls half a circle
in cod1)
and no i dont want to make a cylinder
or luke)
or anyone else)
Last edited by creator on August 9th, 2006, 2:10 am, edited 1 time in total.
Cod 1 Mapper&Modder&Moddeler
i'd rather u spam the forum than my msn/xfirecreator wrote:luke can u add my x fire?
milkshakee
or msn
creator-mapper@hotmail.com
i wana ask u something about it
not on here (causes spam)
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