ok got that working ...lol need to spell stuff right. and I can't even figure out that radant stuff, way beyond me.
ok got that working ...lol need to spell stuff right. and I can't even figure out that radant stuff, way beyond me.
u need to set these cvars while opening mohaa , so
1. shift + right click in MOHAA Folder
2.click open command window here
3.a black window will appear , type mohaa.exe
4. copybut change the map name ofcCode:+set ui_console 1 +set cheats 1 +set thereisnomonkey 1 +set cl_playintro 0 + g_gametype 1 + set developer 1 +map mapnamehere +set sv_showbboxes 4
5.pste them in cmd ,to paste in cmd , just right click or right click 'n paste , make sure there is a space between mohaa.exe and the first +
6.press enter , now you'll see the magic
Oh . Sorry didn't read the other reply It was also way beyond me .
All can I say is set size is a real pain here in Mohaa
And the sdk is not so far .
But there must b a way or script that can auto reset the setsize if the object is rotated or scaled
For scaling its easy but rotation is the challenge. Maybe I should give it a try.
Still there is no known easy way to simply fit the set size of a model . Or it might be available only in the source code or reborn .
HATE SETSIZES :@
cool it worksso here's what I did to keep people from going under on dm4/obj4 by jumping through tunnel walls in 3rd person jump mod
and it works too, before the sv_showbboxes thing I had like 5 triggers to cover all the places, now it's only 1 big ass trigger. Man I just love this stuff, next is S.France roofs.Code://///////////////////////////////////////////////////// // To keep people from going under map in 3rd person // // jump mod dm/mohdm4 (through tunnel walls ) // // ////////////////////////////////////////////////////// main: level.mapfix = (getcvar (mapfix)) if(level.mapfix == "1") { thread trigger_kill } end trigger_kill: /////////////////////////////////////////////// // used just for setting up trigger //local.orb = spawn script_model //local.orb model "fx/corona_red.tik" //local.orb.origin = ( 1768 2332 -26 ) //local.orb setsize ( -1900 -1285 0 ) ( 1900 2385 25 )//marker,start point,always same as below cords //local.orb notsolid //local.orb svflags "+broadcast" //avoid lag by preventing status updates of this object ///////////////////////////////////////////// local.trig1 = spawn trigger_multiple local.trig1.origin = ( 1768 2332 -26 ) local.trig1 setsize ( -1900 -1285 -10 ) ( 1900 2385 25 ) local.trig1 setthread shit_head local.trig1 delay 0 end shit_head: while(1) { local.player = parm.other /// Sets the disconnect message local.player stufftext ("set com_errormessage " + "You were Kicked Going Under the Map") waitframe /// Disconnects the player then shows them why they were kicked using menu errormessgae local.player stufftext "disconnect;pushmenu main;wait 200;pushmenu errormessage" wait 1 /// Prints to everyone left in server at the top left in White text... iprintln("That Fool Was Kicked For Going Under Map") 1 } end
After initial glance at the code, I think the main piece of code is this...
local.orb setsize ( -1900 -1285 0 ) ( 1900 2385 25 )
changed to
local.orb setsize ( -1900 -1285 -10 ) ( 1900 2385 25 )
So if that is a constant in all levels...
if there is a way to get the "z" value of that variable (local.orb)
and then just setsize -10
EDIT:
not sure if this logic will work...
getmins
- Get the mins of the bounding box of the entity to mins.
so..
//values start from 0, so the z value is [2] if(local.orb[2] getmins > -10 ) { local.orb[2] setsize = -10; }
or maybe this:
main: level waittill prespawn level waittill spawn while(1) { for(local.i = 1; local.i <= $player.size; local.i++) { local.player = $player[local.i] local.undermap = (local.orb getmins)[2] if(local.undermap > -10) { (local.orb setsize -10)[2] } } waitframe } end
yep but that's 1 trigger , think about adding a lot of models ,
in the past , i wanted to improve my "setsize" measurements so , i edited the mohdm1 map and removed ALL STOCK MODELS THERE ,
i left to myself nothing but the origin and model tik file path for every model . about 250 model i guess ,
i kept trying with every single model ! , took me a lot of time , a lot
up to the model 100 or 101 , i noticed that radiant can view the length , width and height of a trigger ,
so i kept tryin to figure out how to use these values , i tried to divide them by 2 and just put them , but it was wrong
till i used my mind and figured out how to do it ,
so let's see , the way of trying would take about 6 time , right ?
the radiant way is 1 time , and it always works
so a man who keeps trying for 50 models = 6 * 50 = open mohaa 300 times , dah
the other way would only take 1 time , u don't even need to open mohaa ,
in my opinion radiant is better , only a few would understand me
also this setsize thing made me think in editing the source code of radiant(included in q3 source)
to edit mohaa's map , with a massive change , it'd be much better the sdk ,
but i'm still learning c++ xD , u know when u love something and wanna do everything inside it![]()
well I don't anything about c++ don't think they even had that back when I went to school, Al gore hadn't evented the internet yet. that orb thing I ripped off from a mmf mod to stop axis from rushing spawn on v2, and it would do anything till I changed the 0 to -10 and looked at purples post explaining how the demisons worked in set size.
thats me,iIt only took me 6 hrs to get it right...lol. good damn thing I have no job, no money or no life gives me all the time I need.so a man who keeps trying for 50 models = 6 * 50 = open mohaa 300 times , dah
I installed radaint and open the map scr didn't see anything except for a sh*t load of lines every where, said nope no way learn this at a later time, maybe start out making a simple 1 room map.
lmao had to remove
while(1)
{
part when it kicked me I couldn't reconnect to server, needs a nottriggerable thingy on it or just leave it without the while (1) thing. but it works yea
lol , dude xD
radiant doesn't edit scr
only .map files , ohh boy