I think that no.
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?
I think that no.
isnt there some sort of trigger like collision or something like that? i remember seeing that somewhere
<entity> CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
that?
Donate:
BTC: 1GEny3y5tsYfw8E8A45upK6PKVAEcUDNv9
Handy Tools/Hacks:
Extreme Injector v3.7.3
A powerful and advanced injector in a simple GUI.
Can scramble DLLs on injection making them harder to detect and even make detected hacks work again!
Minion Since: 13th January 2011
Moderator Since: 6th May 2011
Global Moderator Since: 29th April 2012
Super User/Unknown Since: 23rd July 2013
'Game Hacking' Team Since: 30th July 2013
--My Art--
[Roxas - Pixel Art, WIP]
[Natsu - Drawn]
[Natsu - Coloured]
All drawings are coloured using Photoshop.
--Gifts--
[Kyle]
There is another way to get items solid:
Credits: Met PLCode: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; } }
Last edited by mathieutje12; 01-26-2012 at 12:34 AM.