![]() Turret = spawn( "script_model", plant.origin ) Plant = self maps\mp\_utility::getPlant() ![]() If you do what serthy suggested, you can use the getPlant() function to find the normals of a map and spawn your turret base at the origin returned by getPlant(): ![]() It is used as part of the getPlant() function. The function Kung posted is from maps\mp\_utility.gsc. Return( groundpoint, groundpoint, finalz ) Trace = bullettrace( entity.origin+(0,0,10), entity.origin + (0,0,-2000), false, entity ) įor( angleCounter = 0 angleCounter finalz & hitpos < groundpoint + 15 ) This function I converted from COD4 is the best to find solid ground to spawn models on in COD2: It does it with walls as well - the decals are slightly forward of the "solid" geo behind them. It's the way the COD2 map editor can lay textures on geometry and for the "solid" parts to register below the textures. Got the hat to testify! It's not fool-proof. You mean maps\mp\_utility::getplant()? Yeah, been there, seen it, done it. Couldn't you just use the stock SD bomb plant function?
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