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Make misc_models move?


|GG|Carl

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Thanks a lot!

 

But what about the clipmodel brushes? Can I just make them to func_plats, and attach them with the other stuff?

 

 

EDIT: Allright, I did what you said, but now, the whole thing refuses to move! Everything (Including the clipmodel brushes) is just standing still on the ground (which probably is a good sign, cause now we know that the whole thing "understands" that it is a func_plat.).

 

 

EDIT2: This simply doesn't work! I make a func_plat, compile. Then it works fine. But as soon as I attach the model to it, the elevator just stands still! It doesn't work! What am I doing so wrong? Am I using wrong sort of model? Shall I use something else than misc_models?

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Once you attach a model to the func_plat, you give the func_plat a targetname so you need to make a trigger to move it.

 

You can specify a model2 key on the func_plat instead and that will make it work without a trigger but the model must be included in the pk3 in md3 format and you need to make shaders to make it dynamically light.

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Originally posted by WadeV1589

Once you attach a model to the func_plat, you give the func_plat a targetname so you need to make a trigger to move it.

:confused:

Allright, I select the model first, then I select the func_plat and hit Ctrl+K. After that I select the func_plat, and then I give it it a targetname. But what to do after that?

 

 

(This might seem very obvius to you, but I don't get it)

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Once you do the Ctrl+K thing you're giving the func_plat a targetname (it's how the model is linked to the func_plat). Whenever you give a door/plat and so on a targetname (which you automatically have done) it expects to be triggered manually - i.e. it looses its proximity functionality.

 

What you need to do now is make a system to activate the func_plat, a trigger_multiple or such targetted at it also that when walked through makes the func_plat move.

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