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prefab controlling

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Created 11 years ago
by smasher248
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so i have made a door prefab and want to move it like a normal zombie door with script vector and stuff so can i give it a targetname and move it as a single piece or do i have to stamp it cause there are about 10 different pieces to it
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You may need to stamp it to apply the KVP to the door itself and the trigger for the door. You only need a script_brushmodel as your door and a trigger use to activate. If you are unable to select the trigger or door independantly then u will need to stamp it.
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You may need to stamp it to apply the KVP to the door itself and the trigger for the door. You only need a script_brushmodel as your door and a trigger use to activate. If you are unable to select the trigger or door independantly then u will need to stamp it.

so in the prefab can make all 15 sections a script brushmodel then apply the kvps to the prefab, or do i have to add the kvps to the brushes defeating the purpose of the prefab
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You can make a door prefab and reuse it if you setup the doors targetname as an auto# and the target of the trigger the same auto#. The problem comes in with the script_flag. If you have a prefab you can't make separate script_flags for each unless you make your own script for the door and handle setting the flag for the zone differently with something not in the prefab.

So if you made the prefab with one brush and cut it so that it is truly one entity, or grouped it after, then you can still do that auto# thing and stamp it.

The problem then will be the trigger's target on one side will be right and the trigger's target on the other side will change. So if you don't have a trigger on the other side, it might work. Or you will just have to fix one of the triggers each time, and then of course add your zones script_flag.
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so in the prefab can make all 15 sections a script brushmodel then apply the kvps to the prefab, or do i have to add the kvps to the brushes defeating the purpose of the prefab

You only need the door itself to be the script_brushmodel , the detail around it does not have to be. The part that opens on the trigger is the only script model parts you will need. There is also a limit on exceeded disconnected paths, so you must be quite conservant with the total amount of script entities in your map.
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You only need the door itself to be the script_brushmodel , the detail around it does not have to be. The part that opens on the trigger is the only script model parts you will need. There is also a limit on exceeded disconnected paths, so you must be quite conservant with the total amount of script entities in your map.

Script ents vs disconnect paths are different. If you have many script ents in a door you could get the max disconnect error cause it is counting that many connections being disconnected between the pathnodes on the door. Max script ent issues cause g-spawn issues. And I assume all 15 sections means his door is made up of 15 pieces, not a solid brush or detail brushes around the door. But I could be wrong.
Last Edit: December 23, 2014, 08:57:11 pm by MakeCents
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Script ents vs disconnect paths are different. If you have many script ents in a door you could get the max disconnect error cause it is counting that many connections being disconnected between the pathnodes on the door. Max script ent issues cause g-spawn issues. And I assume all 15 sections means his door is made up of 15 pieces, not a solid brush or detail brushes around the door. But I could be wrong.

here is the door: http://i.imgur.com/YXWvrIR.png that is a single door(15 brushes) most of the occurrences of are 2 of them together and there are about 7 double doors in my map an 4 singles
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here is the door: http://i.imgur.com/YXWvrIR.png that is a single door(15 brushes) most of the occurrences of are 2 of them together and there are about 7 double doors in my map an 4 singles

Nice textures. You probably have, but if you haven't, after making them each script_brushmodel, make sure you group those then so you don't get 15 sounds. I'm not exactly sure off the top of my head how it counts when you group the entity then, if it only calls disconnect paths on it once then... I think that is what it would do... When you group them you will notice changing the kvp on one piece will change the kvp on them all, treating them as one. Then you don't really have to worry about stamping the door then since it will be easy to change the kvps on it to match your triggers.

I think grouping works the best but...
Another way is to make one big piece a script brushmodel and then cut it up and make the pieces.
Another way is to make all your pieces then make one a script_brushmodel, then with that one still selected, select another and make that a script brushmodel, one at a time, and it assumes it is a part of the one you selected first.
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What you can do is instead of making the brushes into a prefab, make them into a model, select all the brushes then click this -
http://gyazo.com/e30852db673cf9172c149dd1b7fc3ca1

This should make a Maya file in bin/Maya, which you can then re-export into WAW as a model  :P

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What you can do is instead of making the brushes into a prefab, make them into a model, select all the brushes then click this -
http://gyazo.com/e30852db673cf9172c149dd1b7fc3ca1

This should make a Maya file in bin/Maya, which you can then re-export into WAW as a model  :P

wow thanks that is perfect i have never seen that option lol :)
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That's cool stevie but how do you get the textures with the model when you export into maya
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That's cool stevie but how do you get the textures with the model when you export into maya

just assign the name of that material in maya to the meshes, then just export it in ass-man..

( select the mesh in maya, right click and hold -> assign new material -> phong -> type the name in the box that pops up where it says; Phong: )
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cheers blunty.


Double Post Merge: December 24, 2014, 02:26:10 am
oh one thing after another but can anyone tell me why on somethings when opening the exported file from waw to maya the progress bar sticks at 16% and stays there?
Last Edit: December 24, 2014, 02:26:10 am by tudark

 
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