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  1. #1
    ndirishassassin's Avatar
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    removing barriers

    ents = getEntArray();
    for ( index = 0; index < ents.size; index++ )
    {
    if(isSubStr(ents[index].classname, "trigger_hurt"))
    ents[index].origin = (0, 0, 9999999);
    is there a way to change this to remove barriers? further can we make those barriers to a coord spawn function so we can block off places on a map without killing the maps entities?

  2. #2
    Yamato's Avatar
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    I think that no.

  3. #3
    ndirishassassin's Avatar
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    isnt there some sort of trigger like collision or something like that? i remember seeing that somewhere

  4. #4
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    <entity> CloneBrushmodelToScriptmodel( level.airDropCrateCollision );

    that?
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  5. #5
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    There is another way to get items solid:
    Code:
    SpawnBarrel((180,84,0), "vehicle_van_white_destructible",  undefined, getEnt( "pf1979_auto1", "targetname" ), undefined);// the red part is the ent of the barrel that makes it soldid u can find those in the .ents file.
    SpawnBarrel(origin, model, type, solid, angles)
    {
    	if(!isDefined(origin))
    		return;	
    	for(i=-15;i<17;i+=15) {
    		if(i==15) a = (-45,-1,0);
    		else a = (-8,5,0);
    		while(isDefined(level.explosives[level.id]))
    			level.id = level.id+1;
    		id = level.id;	
    		level.explosives[id] = spawn("script_model", origin+(i,i,0)+a);
    		wait 0.05;
    		if(isDefined(model)) level.explosives[id] setModel( model );
    		wait 0.05;
    		if(isDefined(solid)) level.explosives[id] CloneBrushmodelToScriptmodel( solid );
    		wait .05;
    		if(isDefined(angles)) level.explosives[id].angles = angles;
    	}
    }
    Credits: Met PL
    Last edited by mathieutje12; 01-26-2012 at 01:34 AM.

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