Hello there everyone, my name isn't important at the moment but my question is. I have a custom zombies map that I am developing (As everyone should) and I cannot for the life of me figure out how to make a script brush model (Excuse my spelling) move to either a new spot and stay there or move then disappear. It would be greatly appreciated to whomever helps me fix this problem!
Solution (Credit to codmoddd1234: The majority of information below is from a message sent to me excluding the targetnames disclaimer)
Targetnames "cpkdoor" and "cpkstudiosdoor" may be changed but must be different from each other as they are two completely different things.
In COD5radiant:
Make a brush...right click...script...scriptbrush model
Then select the brush and press "n"
give it targetname cpkdoor
In nazi_zombie_mapname.gsc
thread cpkstudiosdoor(); // paste this line under zombiemode::main(); in your nazi_zombie_mapname gsc located in your raw/maps folder or your launcher maps folder
///
cpkstudiosdoor() //paste this section at the very very bottom of your nazi_zombie_mapname.gsc
{
cpkdoor = getent( "cpkdoor", "targetname" ); ///this is the kvp for scriptbrushmodel
flag_wait( "electricity_on" ); //this is the flag for power
cpkdoor movez( 200, 1.5, 0 ); // .....
//cpkdoor movex( 50, 1.5, 0 );
//cpkdoor movey( 50, 1.5, 0 );
//cpkdoor playsound( "packa_door_1" );
//iprintln("secret door open")
}
For getting it on the first try....
Alternatively you could have
cpkdoor delete ();
Or
cpkdoor rotateto ((180,270,0),1.5,0.6,0.1); //this looks very very fancy...worth trying. Lots of work went into it.
Or
Cpkdoor rotateto ( cpkdoor.angles + (0,70,0),2,.5,0); // this would look good with another door doing this opposite direction. Like 2 gates.
There you go your first script with a few options.
You will laugh at this in a month when you realize how simple it can be to make cool levels.
Test them out
if they work throw them into the original post and hopefully it makes someones life easier.
Here is something else simple and useful. I figured with this you would see all options and be able to edit basic stuff accordingly
example... u could add a electricity flag and make it happen with power with some modifying. Or make it happen when your level starts.
Or when someone hits it with a grenade or upgraded gun very easily.
//do the same as before
//under zombiemode::main();
//thread cpk_letterspart1(); // part2 gets handled by part one so all u need is this.
//then paste this whole thing at the very bottom of your nazi_zombie_mapname.gsc
/////////////////////////////////////INSTRUCTIONS//////////////////////////////////////////////
//3 script brushmodels with dynamic path checked.
// with kvp
//targetname cletter
//targetname pletter
//targetname kletter
//1 trigger use
// with kvp
//targetname cpklettertrig
///////////////////////////////////////////////////////////////////////////////////////////
cpk_letterspart1()
{
trigger = GetEnt( "cpklettertrig", "targetname" );
if( IsDefined( trigger ) )
{
trigger waittill( "trigger" );
cpk_letterspart2();
}
}
cpk_letterspart2()
{
cletter = getent ("cletter", "targetname" );
pletter = getent ("pletter", "targetname" );
kletter = getent ("kletter", "targetname" );
cpk_dropletters (cletter);
wait 1;
cpk_dropletters (pletter);
wait 0.5;
cpk_dropletters (kletter);
}
cpk_dropletters( letter )
{
rollAngle = RandomIntRange( 50, 190 );
rollTime = RandomFloatRange( 0.7, 2 );
accelTime = rollTime * 0.25;
letter RotateRoll( rollAngle, rollTime, accelTime );
wait( rollTime * 0.65 );
//PlayFX( level._effect["rooftopsign_breakaway_dust"], letter.origin ); //you will eventually get to the point you want some fx.
letter MoveGravity( ( 20, 20, -10 ), 3 );
wait( 3.5 );
letter Delete();
}
//the end
///////////////////////////////////////////////////////////////////////////