Well you would need to adjust the locations, angles, setsize of the script objects and the height of the beams dependent on the map you want to place it in. It will give you a starting point to play around with. That script is map specific and not a global script like Sorrids.
Oh so I will have to just copy/paste this script onto the map script directly, and edit it accordingly from there? I won't need make this a separate .scr file? (lol sorry, I've only been messing with scripts for a few weeks. Pardon my noobiness.)
Well I appreciate all your help and patience man, but it didn't work. It'll show up partially, or not at all. The object seems to be there, but I can't see it, and I can't climb up on it. I'm guessing I'm not installing it correctly, or maybe it's just not compatible with this version, and I don't know what I need to change to make it so. In any case, I'll leave you alone, but thanks for all your help bro.
No one said it was easy. But if it helps to position it, to see the banner ..... $ladderbrush1 show //or comment out
Gotcha. It's not as much that it is hard, it's just that it takes so long for me to load up the map on this comp, that if I don't know exactly what I'm gonna be doing, it just takes so long for me to actually get it done... since it's a trial and error kinda thing lol. But anyways, thanks again man.
Alright, I know I'd say I would say I'd leave you alone but it seems I got one of ur codes to work, but not entirely. It spawns but besides it being hard to get on the ladder, once I'm on it I can only climb about 2 steps and it shoots me up in the air. It's like what DW mentioned on the first page of the forum. I can't get it let me climb all the way to the top, and I tried pretty much everything. Grr.. Code: ladder: spawn script_object "targetname" "ladderbrush1" "origin" "( 150 -490 25)" $ladderbrush1.model = "static/curtain" $ladderbrush1 hide $ladderbrush1.angles = ( 0 0 0 ) $ladderbrush1 setsize ( 0 0 0) ( 8 32 300 ) $ladderbrush1 solid spawn script_object "targetname" "tl1" "classname" "func_ladder" "origin" "( 150 -490 25 )" "angle" "0" "model" "*ladderbrush1" $tl1 setsize ( 0 0 25 ) ( 8 32 300 ) local.side = spawn func_beam origin ( 150 -506 25 ) endpoint ( 150 -506 300 ) targetname "ladder1" local.side = spawn func_beam origin ( 150 -474 25 ) endpoint ( 150 -474 300 ) targetname "ladder1" for(local.r= 25;local.r< 300;local.r+= 16) {local.rung = spawn func_beam origin ( 150 -506 local.r ) endpoint ( 150 -474 local.r ) targetname "rung1"} $ladder1 maxoffset 0 $ladder1 tileshader barclip $ladder1 scale 2 $ladder1 doactivate $rung1 maxoffset 0 $rung1 tileshader barclip $rung1 scale 1 $rung1 doactivate while(1) {for(local.p=1;local.p<=$player.size;local.p++) {if($player[local.p] isTouching $ladderbrush1 && $player[local.p].origin[2] != $player[local.p].ladder) {$player[local.p].ladder = $player[local.p].origin[2] $player[local.p] playsound snd_step_metal1}} wait .5} end
First, glad to see you are trying. Like I said before, this can be tricky and requires patience. I spent over 10 hrs on one ladder once before Rindog came to my rescue and figured out my problem. Can I ask what map this is for so I can test it myself? My early attempts went the same way, you start up and then stop, look right or left and zip up to the top. I haven't tried to script one in awhile ... but we can see.
Well I hate to bother ya, but it can get pretty ridiculous. It's in Palermo, I spent like 5 hours trying to figure it out last night, 'till I gave up. I figured the problem lies here: {local.rung = spawn func_beam origin ( 150 -506 local.r ) endpoint ( 150 -474 local.r ) targetname "rung1"} ...but then again what do I know lol. Thanks
No this is the part that needs to be set up properly: Code: spawn script_object "targetname" "ladderbrush1" "origin" "( 150 -490 25)" $ladderbrush1.model = "static/curtain" $ladderbrush1 hide $ladderbrush1.angles = ( 0 0 0 ) $ladderbrush1 setsize ( 0 0 0) ( 8 32 300 ) $ladderbrush1 solid spawn script_object "targetname" "tl1" "classname" "func_ladder" "origin" "( 150 -490 25 )" "angle" "0" "model" "*ladderbrush1" $tl1 setsize ( 0 0 25 ) ( 8 32 300 ) The other stuff is just to make it appear ladder like.
Weird, cause I even tested it without the part at the top and it still acted the same. Do you know what I need to change?
No, I don't have it where I'm gonna end up putting it yet, that's the easy part lol. I just have it there because I wanted to make minimal changes to the original coordinates, and I wanted to make sure it was working properly before I actually put it where I want it.
Well the reason I gave you an example for Algiers was to see if you liked the way it operated before this went any further.
It rox i just wish I could figure out this nonesense =] *I don't use mohaa, I'm using it on Breakthrough, that's why I had to change it and couldn't test it out on Algiers.
I'm continuing to look into this issue, and I have a few more things to try, but it seems Palermo is one of those maps that doesn't like func_ladder spawned as Rindog has described here in the forums. I can start to climb and then stop or I get thrown to the top of the ladder. Through the process of trial and error I have discovered a few things that I will probably post in a seperate thread later. So for a map such as Palermo you may just have to use Sorrids method of adding ladders to maps.
Yes, but I'm very curious as to why. I know Sorrid once mentioned about yaw set on the map, but Palermo doesn't seem to be one of those. It's times like this I wish I knew more about mapping which might help clue me in to the why.
Yea, I've been messing with Palermo ladders too, without any luck either. Somethings that I have noticed though are: First, the way I originally spawned ladders may not actually need the first script_obj to work. I have found this code to work. Code: local.lad = spawn func_ladder "origin" ( 235 -490 local.r) "angle" 0 "model" "*" local.lad setsize ( -4 -16 -8) ( 4 16 8 ) Second, Notice in the above code that the model is set to "*". That's why I originally had the first sript_object, because I was trying to create a model for the ladder. But, I have found that no matter what text I have for the model as long as I proceed it with the '*', or with the '*' alone, it will spawn. Finally, heres a snippet of code I've had interesting results with, but still glitchy though. I spawned a ladder on each rung. Code: level.ladder = spawn trigger_multiple level.ladder.angles = (0 0 0) level.ladder.origin = ( 235 -490 25 ) level.ladder setsize ( -4 -16 0) ( 4 16 300 ) level.ladder.targetname = "ladder" local.side = spawn func_beam origin ( 235 -506 25 ) endpoint ( 235 -506 300 ) targetname "ladder1" local.side = spawn func_beam origin ( 235 -474 25 ) endpoint ( 235 -474 300 ) targetname "ladder1" for(local.r= 25;local.r< 300;local.r+= 16) { local.rung = spawn func_beam origin ( 235 -506 local.r ) endpoint ( 235 -474 local.r ) targetname "rung1" local.lad = spawn func_ladder "origin" ( 235 -490 local.r) "angle" 0 "model" "*" local.lad setsize ( -4 -16 -8) ( 4 16 8 ) $ladder glue local.lad } The glue command didnt realy seem to make a difference
Well that's interesting. I know you can even remove the script_object/model after the func_ladder has spawned and the ladder func_ladder will still work. If you look at the ladders on Destroyed Village they are created with multiple script_objects targetnamed $exploder. I'm not sure what the map makers original intent was, but both ladders are done this way. So you can actually remove the ladders from DV by removing the func_ladder by class and removing the physical ladder by targetname. When I am a little healthier I'll try messing around with it a bit more. Thanks for the info Rindog.