UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

script_origin vs script_struct, and script_models

broken avatar :(
Created 12 years ago
by MakeCents
0 Members and 1 Guest are viewing this topic.
3,365 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 14 September 2013
Last active: 6 years ago
Posts
1,895
Respect
Forum Rank
Zombie Destroyer
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
Personal Quote
BE ORIGINAL
Signature
×
MakeCents's Groups
Mapper Has released one or more maps to the UGX-Mods community.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
I have a couple questions about script objects when mapping and the differences between using a script_origin or a script_struct in your map? Currently, I spawn structs for fx, and use them for end game cameras and other stuff, and I have used origins for moving things in the map.

  • What are the benefits or drawbacks of either, if there is a difference?
  • Does either one count towards any limit? If so, how does it count in comparison to using a script_model?
  • Is it better to spawn the object when needed as opposed to having it in the map already?
Marked as best answer by MakeCents 12 years ago
broken avatar :(
×
broken avatar :(
drago
Location: mx
Date Registered: 5 July 2013
Last active: 7 years ago
Posts
941
Respect
Forum Rank
The Decider
Primary Group
Member
My Contact & Social Links
More
×
jjbradman's Groups
jjbradman's Contact & Social Linksjjbradmanjjbradmanjjbradman
as for the struct stuff. as far as i know origins take one place in the g_spawn limit and can be grabbed by script using getent() while structs have to be called using getstruct() and they dont count toward the limit.

1. i dont understand question sorry :s
2-3. script models also use space from the entity limit as origins(which cause g_spawn error) and no, just spawn things through script when its really needed cause if you dont need to spawn a model which will be static just put a misc model which doesnt go toward the entity count and about origins always use structs already placed in map and dont spawn them. although some tuts are made to work with origins(as bam's for example) youll be forced o use origins unless you can modify the script to use structs
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 14 September 2013
Last active: 6 years ago
Posts
1,895
Respect
Forum Rank
Zombie Destroyer
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
Personal Quote
BE ORIGINAL
×
MakeCents's Groups
Mapper Has released one or more maps to the UGX-Mods community.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
as for the struct stuff. as far as i know origins take one place in the g_spawn limit and can be grabbed by script using getent() while structs have to be called using getstruct() and they dont count toward the limit.

1. i dont understand question sorry :s
2-3. script models also use space from the entity limit as origins(which cause g_spawn error) and no, just spawn things through script when its really needed cause if you dont need to spawn a model which will be static just put a misc model which doesnt go toward the entity count and about origins always use structs already placed in map and dont spawn them. although some tuts are made to work with origins(as bam's for example) youll be forced o use origins unless you can modify the script to use structs

THANKS for explaining!
broken avatar :(
×
broken avatar :(
drago
Location: mx
Date Registered: 5 July 2013
Last active: 7 years ago
Posts
941
Respect
Forum Rank
The Decider
Primary Group
Member
My Contact & Social Links
More
×
jjbradman's Groups
jjbradman's Contact & Social Linksjjbradmanjjbradmanjjbradman
you're welcome :)

 
Loading ...