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? >>>> >>> >>> >> >