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Thread: Arrays & Set Sizes

  1. #11

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    ok got that working ...lol need to spell stuff right. and I can't even figure out that radant stuff, way beyond me.

  2. #12
    Developer RyBack's Avatar
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    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. copy
    Code:
     +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
    but change the map name ofc

    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

  3. #13
    Developer RyBack's Avatar
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    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 :@

  4. #14

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    cool it works so here's what I did to keep people from going under on dm4/obj4 by jumping through tunnel walls in 3rd person jump mod
    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
    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.

  5. #15

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    Quote Originally Posted by RyBack View Post
    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 :@
    I just did the boxes thing and kept making the orb box bigger till I got it where I want it. took like 6 tries before it was right size for the trigger.

  6. #16
    Administrator James's Avatar
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    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

  7. #17
    Developer RyBack's Avatar
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    Quote Originally Posted by easymeat View Post
    I just did the boxes thing and kept making the orb box bigger till I got it where I want it. took like 6 tries before it was right size for the trigger.
    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

  8. #18

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    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.
    so a man who keeps trying for 50 models = 6 * 50 = open mohaa 300 times , dah
    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.
    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.

  9. #19

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    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

  10. #20
    Developer RyBack's Avatar
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    lol , dude xD


    radiant doesn't edit scr

    only .map files , ohh boy

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