Hello.
I want to make a model that is placed in a special angle and make it solid so we can walk on it. As you can see in the video, in the middle is solid, but rather than that is not and we fall down.
Video Demonstration - I am trying to make all this bridge(platform) solid.
Current code i am using. Is mins/maxs only possible for boxes, or angles too?
I want to make a model that is placed in a special angle and make it solid so we can walk on it. As you can see in the video, in the middle is solid, but rather than that is not and we fall down.
Video Demonstration - I am trying to make all this bridge(platform) solid.
Current code i am using. Is mins/maxs only possible for boxes, or angles too?
Код:
#include <amxmodx>
//#include <engine>
#include <fakemeta>
#define PLUGIN "FloppyTown Bridge"
#define VERSION "1.0"
#define AUTHOR "EFFEX"
new const Float:g_fOrigin[3] = {229.0, -1075.1, 678.3}
new const Float:g_fAngle[3] = {-3.5, 133.6, 13.0}
new const Float:g_fMins[3] = { -17.7, -965.6, -1.0 }
new const Float:g_fMaxs[3] = { 17.8, 970.4, 10.9 }
new const g_szDefaultModel[] = "models/bridge_3.mdl"
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_clcmd("spawn2", "spawnBox")
new map[32]
get_mapname(map, charsmax(map))
if(equal(map, "hns_floppytown"))
{
spawnBox()
}
}
public plugin_precache()
{
precache_model(g_szDefaultModel)
}
public spawnBox()
{
// Create our entity
new iEnt = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "func_wall"))
// Set the name for the entity
set_pev(iEnt, pev_classname, "hns_floppy_bridge")
// Set the world model
engfunc(EngFunc_SetModel, iEnt, g_szDefaultModel)
// Lets make the entity solid
set_pev(iEnt, pev_solid, SOLID_BBOX)
// Set the size
engfunc(EngFunc_SetSize, iEnt, g_fMins, g_fMaxs)
set_pev(iEnt, pev_mins, g_fMins)
set_pev(iEnt, pev_maxs, g_fMaxs)
set_pev(iEnt, pev_absmin, g_fMins)
set_pev(iEnt, pev_absmax, g_fMaxs)
// Set the origin of the entity
engfunc(EngFunc_SetOrigin, iEnt, g_fOrigin)
// Set the movetype so doesnt affect the gravity and collides.
set_pev(iEnt, pev_movetype, MOVETYPE_FLY)
// Finally set the angle
set_pev(iEnt, pev_angles, g_fAngle)
}
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