[project1dev] Re: load model vs set model

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 9 Jun 2009 14:51:08 -0700

I tried 0. it causes reverse matrix errors. =P

Having the spike pop out of the ground is probably best.

I think one giant spike is a little silly too but I think it would depend on
how it fits into the dungeon.



On Tue, Jun 9, 2009 at 2:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> if you do make them pop up out of the ground you could just make them be
> below the ground and pop em up
>
> also maybe it's just me but having one giant spike looks kind of weird,
> what do you think? :P
>
> or we can get it in too and see what people think hehe
>
> oh - another idea to make them invisible, you could set the scale to 0 lol
> (or near 0 if it doesnt like 0)
> On Tue, Jun 9, 2009 at 2:39 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Currently, I do something weird where I just change the scale. It looks
>> nice enough but it may be better to make the models position move up along
>> the Z axis.
>>
>>
>> On Tue, Jun 9, 2009 at 2:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> setmodel does a loadmodel behind the scenes so that doesnt save anything
>>>
>>> yeah we can add a script command to make a model invisible though
>>>
>>> Hey question though, how will the spikes appear when they are triggered,
>>> are they gonna pop out of the ground or what?
>>>   On Tue, Jun 9, 2009 at 1:33 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> I was messing with the spikes now that they have art. I would like to
>>>> have them to change models or switch to an invisible model when they are in
>>>> the ground.
>>>>
>>>> Should I use loadmodel for that or do we need a setmodel command for non
>>>> player models? Is there a way to disable or use an invisible model that can
>>>> be walked through but it will still keep track of where it is for scripting
>>>> purposes?
>>>>
>>>
>>>
>>
>

Other related posts: