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Everything posted by BosnianArmy
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It is, but she had to finish it. I watched this WIP map over twitch when braxi was making it, damn awesome map
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Hello there, I'm wondering whats the script for to move a xmodel helicopter ?? I know moveZ means it goes up but what are others 2? the Y and X ? I need only the script that it goes forward with the brushmodel (clip_nosight_metal). If you can help me through it I would appreciate it. -BosnianArmy
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Found the fking problem, those planes from mp_terminal remake caused the fking problem.. now I can compile again great but now I don't have planes >: (.. *Edit* Fixed my map, now I need new planes.. although I spend 2 hours texturing that damn plane..
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I am getting this 2 errors.. Why the fk I can't delete this in radiant?.. can't select it even though >: (
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Whats the max to have reflection probes in a map?..
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Check my post above. And I deleted now the auto.grid file thing and the b3sp, compiling again and will see if it compiles now good
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OK.. WAUW It doesn't compile somehow! wtf.. I removed a ugly xmodel plane yesterday and put alot of new things inside and doesn't show up so that causes the problem.. how the hell it didn't compiled
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Its the same, I've checked it
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trigger_use_touch
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player causes the problem aswell
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For the text You activated this ^9deadly ^7trap! ? And it works yes
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I took time now for the error what I've posted above your comment. And I have no idea why I am getting this error since I copied and paste it because its the same trap as the other one but in a another name and yes I checked the radiant and in the gsc
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OK.. now I'm getting a error with this.. trig waittill( "trigger", user ); Undefined is not an object These are the scripts: removeplanebridge() { trig = getEnt ("removeplanebridge_trig", "targetname"); removeplanebridge = getEnt ("removeplanebridge", "targetname"); trig waittill( "trigger", user ); user iPrintLnBold( "You activated this ^9deadly ^7trap!" ); trig delete(); while(1) { removeplanebridge hide(); removeplanebridge notSolid(); wait 2; removeplanebridge show(); removeplanebridge Solid(); wait 5; } } removeplayerclipladder5() { trig = getEnt ("removeplayerclipladder5_trig", "targetname"); removeplayerclipladder5 = getEnt ("removeplayerclipladder5", "targetname"); trig waittill( "trigger", user ); user iPrintLnBold( "You activated this ^9deadly ^7trap!" ); trig delete(); { removeplayerclipladder5 hide(); removeplayerclipladder5 notSolid(); wait 5; removeplayerclipladder5 show(); removeplayerclipladder5 Solid(); wait 1; } }
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:facepalm:.. I over view that part.. forgot to change it though.. thats when you get stressed and forget some things >: :facepalm:
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We sir never use X Y Z in Netherland, only if you are going for metal and that such stuff but in general nope. And btw the script doesn't work. I'm getting this error: And I knew that already about the Radiant X Y Z
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I was asking for help if this script would not cause errors :> and I just figured out that Y is forward and X is right or left and Z is just up if I'm not wrong :P
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Btw what I ment moving forward is this, I'm not sure if this script will work, if someone can fix this can I would be glad :P: movehelicopter1() { trig = getEnt ("movehelicopter1_trig", "targetname"); heli = getEnt("movehelicopter1", "targetname"); clips = getEnt("movehelicopterclipbrush1", "targetname"); clips enableLinkTo(); time = 3; for(;;) { trig waittill ("trigger", player); { movehelicopter1 moveY(121,1); movehelicopter1 waittill("movedone"); wait 5; movehelicopter1 moveY(-121,1); movehelicopter1 waittill("movedone"); } }
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May ask what is that glow script line ?
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Ehm I ment only to move forward :P, but I guess this will help aswell ?
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So.. like this? :P self as players[i] iprintLnBold("^9Badman!"); self as players[i] GiveWeapon("m40a3_mp");
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So only, "self as players" ??
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I LITTERALY LAUGHED MY ASS OF HAHAHAHAHAHAHAHAHAHAH AND THIS ONE ASWELL LMFAOOOOOOOOOOOOOOOOO
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Ty, and btw can I place this script in the script what you gave? players[i] iprintLnBold("^9Badman!"); players[i] GiveWeapon("m40a3_mp"); //put here any weapon
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Ty but what does this do? onSpawn() { level waittill( "player_spawn", player ); player thread Guids(); }