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Origin Key?

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Created 10 years ago
by Remixful
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The UGX Wiki states to:
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Open the Entity Window and click the "origin" Key. Copy its value to your clipboard, then paste it somewhere safe for reference.

Now, when I press N, there is no "origin" key to be found anywhere. Perhaps I'm not looking in the right place? Not sure. Can anybody help me?
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  • n123q45
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n123q45
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the orgin key/value tells the position of the entity. you can also find this out via the GetOrigin() function. to do this you set the entity as a variable and use that function on it. ex:
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var GetOrigin();
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If I set key to origin, what is the value?
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@n123q45  :please:

@OP Which wiki page are you following, and keep in mind you have to have an entity selected in radiant for any origin key to be shown in the Entities window.
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@n123q45  :please:

@OP Which wiki page are you following, and keep in mind you have to have an entity selected in radiant for any origin key to be shown in the Entities window.

http://ugx-mods.com/wiki/index.php?title=Creating_a_Moving_Door_Blocker
And yes, I do have the door selected.
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http://ugx-mods.com/wiki/index.php?title=Creating_a_Moving_Door_Blocker
And yes, I do have the door selected.
One reason it might not have an origin is because the door hasn't been created as a proper entity. Another reason might be that it needs to be moved a little first and then moved back to where it needs to be in Radiant.

I'm also not 100% sure that tutorial is working because so far no one has verified it for me as working or broken.
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I only see an origin on the bottom of Radiant, but not exactly sure how I'm supposed to copy it...
So i guess I can use distance for script_vector?
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(Image removed from quote.)

I only see an origin on the bottom of Radiant, but not exactly sure how I'm supposed to copy it...
So i guess I can use distance for script_vector?
Your door is not a door, its still a regular brush - which is why the classname is "worldspawn". Remove all of those keys on the door except for the classname, then with the door still selected right click it in the 2d view and go to script -> brushmodel.
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I moved around the door a few times, no origin key has been created.
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The UGX Wiki states to:
Now, when I press N, there is no "origin" key to be found anywhere. Perhaps I'm not looking in the right place? Not sure. Can anybody help me?
I guess script_brushmodels don't get origin keys assigned to them by Radiant, which is probably why other tutorials I've seen have you use script_origin's with the brushmodels. I'm not really sure what to do to fix this because I'm thinking it involves some Radiant trick to give the brushmodel an origin, I guess I still need to work on this tutorial. I don't have a link at the moment but I know there is a working swinging doors tutorial on ZM that you can follow.
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I'm just going to use the distance on the bottom as of now, and see how it goes.
Otherwise, I can just find other ways to find vector values.
Thanks for the help anyways. :)

Last Edit: June 25, 2014, 09:16:09 pm by Remixful

 
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