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Delirium's Profile

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Group:
Dev team
Active Posts:
5,617 (1.71 per day)
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Off Topic (971 posts)
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28-February 10
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Member Title:
Level Designer
Age:
Age Unknown
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Posts I've Made

  1. In Topic: Newborn - Urban Terror

    15 January 2019 - 10:45 PM

    Great editing, I loved the video! I quite like the jumpmap too, it has a very nice style
  2. In Topic: Wolfenstein Enemy Territory : misc_gamemodel, script_mover and vertices [HELP PLEASE!]

    07 January 2019 - 03:47 AM

    https://www.surfaceg...le_mover_part2/

    Check out step 5 of the tutorial, I believe the targetname of the entity appears to be what the attachtotag is targeting. Where as the tag_### targets the name of the script, eg. (attachtotag tank tag_tank) will target the script in the tutorial that begins as (tank //scriptname of script_mover)

    I'm not sure I understand it correctly, but this is how I seem to have interpreted the tutorial.
  3. In Topic: Wolfenstein Enemy Territory : misc_gamemodel, script_mover and vertices [HELP PLEASE!]

    07 January 2019 - 02:06 AM

    I'm sure you're aware that forum is for Urban Terror, a game which used the IDtech engine like ET, but doesn't have all the same functionality.

    So you could expect that nobody here will have the answers you're after regarding the script_mover. In this game we would use a func_train to make a model or group of brushes move. After reading a little bit, it seems to work a similar way to a func_train.

    See if something like this works, make a nodraw brush as the script_mover entity, then target a model to that entity and target your script from the script_mover entity.

    Edit: I think I see what you might have done wrong, based on the script in this tutorial https://www.surfaceg...le_mover_part2/

    This script is targeting itself, when it shouldn't be.
    ***police_car_a***
    { 
        spawn 
        { 
            wait 800 
            attachtotag police_a tag_***police_car_a*** 
            // this attache le tank_shell au scriptmover tank 
        } 
    } 
    
  4. In Topic: New Funstuff command list

    29 December 2018 - 07:33 AM

    Hey Rusty, long time no see!

    The above funstuff commands listed from Mafo only work if you have the map ut4_midnight in your directory. Others will only see them if they have that map also.

    The default ones should work, so long as you're entering the command correctly eg. /funblue ninja,goggles,spikeypp
  5. In Topic: ut_crenshaw update for unreal

    22 November 2018 - 08:04 PM

    Exciting times

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