1) radiant.. make pipe or box select it right click script brushmodel in radiant kvps
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targetname:pipe_shootable
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script_noteworthy:steam or water or fire (only one)
pipes with a cap on the ends need to be selected and right click entity, ungroup( this ungroups funcgroup/capped cylinders) before they can be made script brushmodels 2) add:
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maps\_pipes::main();
under
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maps\_zombiemode::main();
in your mapname gsc like this
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maps\_zombiemode::main(); maps\_pipes::main();
3) copy and paste raw/maps/_pipes.gsc to your mod/mapname/map folder. 4) in ugxeasyfx.gsc user additions section //paste:
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level._effect["steam"] = loadFX("impacts/fx_pipe_steam"); //for steam level._effect["water"] = loadFX("impacts/fx_pipe_water"); //for water level._effect["fire"] = loadFX("impacts/fx_pipe_fire"); //for fire
This tutorial is layed out in a way that's gonna make it very difficult for people to understand. Plus you didn't use code boxes which are a rule on this site when posting code related things.
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1) radiant.. make pipe or box select it right click script brushmodel in radiant kvps
Code Snippet
Plaintext
targetname:pipe_shootable
Code Snippet
Plaintext
script_noteworthy:steam or water or fire (only one)
pipes with a cap on the ends need to be selected and right click entity, ungroup( this ungroups funcgroup/capped cylinders) before they can be made script brushmodels 2) add:
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maps\_pipes::main();
under
Code Snippet
Plaintext
maps\_zombiemode::main();
in your mapname gsc like this
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maps\_zombiemode::main(); maps\_pipes::main();
3) copy and paste raw/maps/_pipes.gsc to your mod/mapname/map folder. 4) in ugxeasyfx.gsc user additions section //paste:
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level._effect["steam"] = loadFX("impacts/fx_pipe_steam"); //for steam level._effect["water"] = loadFX("impacts/fx_pipe_water"); //for water level._effect["fire"] = loadFX("impacts/fx_pipe_fire"); //for fire