MODSonline
  Welcome Guest to MODSonline Home | Forums | Register | Login
Main-Menu
Home
Login
Register
Add Download
Add News
Add Tutorial *
Forums

Advertise
Affiliate Store US *
Affiliate Store UK *
Affiliate Store CA *
Angry Letter Generator
Avatar Upload
Calendar of Games
Contact
Downloads
FAQs
Forums
Member List
Member Projects
News
News Grabber *
Policy
Polls
Private Messages
Reviews
Screenshot Gallery
Search
Servers - Game
Store - Shirts *
Subscribe
Topics
Tutorials
Weblinks
Wiki *
Tutorials
CoD Mapping
CoDUO Mapping
CoD2 Mapping
CoD4 Mapping
CoD FAQs
HL2 Mapping
HL2 FAQs
SOF1 Mapping
Crysis Mapping
Q4 Mapping
Doom 3 Mapping
Doom 3 FAQs
UT2K3 Mapping
SOF2 Mapping
SOF2 FAQs

Lightray Modeling
General Modeling
General Modding
Adobe Photoshop
Common Mapping Errors

Readme.txt Generator
Members-Online
ricardos [Messa]
voidsource [Forum]
rakekniven [Today]
LibraNL [Today]
Babycop2 [Proje]
RAMIDUS [Messa]

6 Members and 13 Guests
Chat MODSonline
0 People Now Chatting
MODSOnline TeamSpeak

download TeamSpeak

In-The-News
Wednesday, Aug. 27th
Details revealed
Sunday, Aug. 24th
Mappers Guild AKA Help Desk
Sunday, Aug. 24th
MODSonair 142 LIVE
Friday, Aug. 22nd
MODSonair Episode 141
Thursday, Aug. 21st
New Gameplay Footage
Latest Poll
Want a MODSonline Wiki for various games?
I think a Wiki would be a great addition to MODSonline. 77.89%
I could see a benefit of a Wiki. 3.68%
I think it would take away from the community. 5.26%
Wiki sites are never good. 3.16%
Wiki... isn't that Buck Roger's robot slave? 10%
Read More...
13 comments

Newsletter
Name:
Email:
Newsletter Archives
Your Membership
User Name:
Password:
Register.
In The Forums
script help?
CoD2 Scripting.. Posts: (21) Views: (64) by ricardos
help
CoD 2 Level Desi.. Posts: (3) Views: (28) by xxxsniper
Details revealed
CoD:WW General G.. Posts: (6) Views: (83) by .KiLL3R.
Updated _teams.gsc
CoD 4 Scripting.. Posts: (6) Views: (74) by 82ndAB-Talon
Art of War Central Half-Life 2 Mods for Dummies
Typhoon Servers
Forums
MODSonline.com Forums

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access
Page
Next Page
subscribe
Author Topic: Can Brushmodels take a Players Damage/Health?
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 196
Last: Jul 25, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 11:14 am
I was making some booby traps and one of them needs to hit the player and take all 100% of the players damage. Is there a way to do this from the Entity window? I read somewhere that if the brushmodel is moving fast enough, it "may" take a players damage... not sure if thats true or not.

I also have a second question... I had made some working garage doors but when the door opens fully at a 90 degree angle, if I get on top of the garage door, my feet stick through the door and I can't walk, it feels like I'm floating/gliding, and I can't jump or do anything. How do I make a player able to walk on an already moved Brushmodel? Could it be because the brushmodel is too thin? I believe the Garage door/brushmodel is 2 units thick at .5. I also tried to add the Player Clip as part of the garage door, one unit thicker on both sides and converting it to a brushmodel so it moves with the door, but it didn't work. It didn't allow a player to walk on the garagedoor after it was opened. Any Ideas?
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 11:48 am
Is your booby trap scripted? if so post that script, Im sure some damage can be added...

Your door may be too thin (2 @ .5 = 1 unit )..& the clip should of helped if it moved to the same place as the door?? I would use the metal or wood clip , depending on the material of the door..
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 196
Last: Jul 25, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:08 pm
no, I haven't scripted it yet, but hang on I'll do it quick. (booby trap)

I guess I can make the Garage door thicker and try that. You know, I'm not 100% on which clips do what, they are a little confusing, and I haven't yet found anything that explains what each one does in its entirety. I'll look into the clips and do some testing with those. Yeah its weird cause I have many scripted brushmodels and those have no trouble at all, I wonder if it has something to do with how its rotating. Its doing a rotateto.

Another weird thing about the garage door is where the hinge is (origin) you know, it plays the sound 'there' of the door opening/closing, well, elsewhere in the house there are other doors with their origins as well. When I go open the garage door, then run over to any other door in the house, instead of playing the door open sound, I hear the garage door opening for my other doors in the house from the door hinges/origins. My garage door opening/closing sound is 12 seconds long, and I'm sure thats the reason, but do you know why it takes over other origins near it if they are used while the garage door opening/closing sound is playing? Even my sliding doors don't have origins, and they too make the sound of the garage door if I open them, while the garage door is still opening 20 yards away...
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:14 pm
If the are all saying play door sound, the may all play the same door sound...
Some texture definitions Here
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1030
Last: Aug 28, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:18 pm
it doesnt matter how you rotate the doors or how thick they are, if they rotate up and someone is on top if it, they will get stuck, no matter what clips you use

theres probably a problem with your scripts or the sound that you used that is causing the door to play the wrong sound
i had that problem before where it would play the last sound that was played (like a footstep or an explosion) instead of the sound it should play

oh and yes, you can set brushmodels to hurt players

edited on Apr. 22, 2008 12:19 pm by .KiLL3R.
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 196
Last: Jul 25, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:24 pm
Well, Killer, it only happens WHILE another sound is playing, and since my garage door sound is 12 seconds long, if I do/open/close any other doors during that 12 seconds that's when it happens. It plays the garage door at full volume at a door upstairs or elsewhere that I'm messing with. Otherwise the scripts are unique.

So you saying that there is no way to fix this problem about standing on a brushmodel using Rotateto or Rotateyaw? Grrrr!

Here is that booby trap script...


Code:
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1030
Last: Aug 28, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:28 pm
well, that script looks ok
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 196
Last: Jul 25, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:30 pm
yeah, it should work but, how can the blade/brushmodel take a players damage as it hits the player... does it have to be scripted or done through the entity window using "dmg". How can I hurt the player by using this booby trap... ?
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1030
Last: Aug 28, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:37 pm
easiest way would be this:
i think it should work, i tried it ages ago so im not sure


Code:
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 196
Last: Jul 25, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 12:44 pm
Interesting, I'll give it a try later today, the map is compiling right now and after that I'll test it. I'll let you know if it works or not.


Thanks to the both of you for helping, much appreciated.
Restricted Access Restricted Access
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 4 : CoD 4 Level Design
All logos and trademarks and information in this site are property of MODSonline LLC © 2008.
The comments are property of their posters.
RSS news feeds for MODSonline can be found News.php.
Art of War Central
Partners
Call of Duty Headquarters
Battle for Europe COD2
modbase.be
The Firing Box
Frag Universe
XoXide
Ask About
Advertising
Friends
After Life Gaming
Volcano
Canada Kicks Ass Clan
Ask About
Advertising
Link to Us
MODSonair
View in iTunes
Please help us to raise in the ranks of podcasting and subscribe to our itunes feed using the link above.
MODSonair Releases
MODSonair Episode 141
MODSonair Episode 140
MODSonair Episode 139
MODSonair Episode 138
MODSonair Episode 137
Next Show
The next MODSonair show will air LIVE on:
08/31/2008 11:00 EDT

Time remaining:
Copyright © 2008 MODSonline
Tresware Content Management System Copyright © 2008 Tresware
Website Designed and Hosted   Tresware