removing barriers

Posts 1–5 of 5 · Page 1 of 1
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?
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?
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
Posts 1–5 of 5 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us