> I'm currently wanting to be able to spawn various brush based entities in a
> map during game time. At the moment the plan is to have all the prefabs
> stored in some hidden away area of the map, and then just duplicate the
> entities as and when I need them.
>
> Now I'm just wanting to check that there isn't a way of hardcoding or
> storing the information for these prefabs anywhere other than in the maps,
> as obviously I'd rather not have to have the same prefabs hidden away in
> every single map. I mean the data that defines the brush must be stored
> somewhere, so can this be saved to a seperate 'database of prefabs' and then
> loaded in seperate from the maps?
>
> Paul 'MoOg' Samways

Take a look at my Stripper2 plugin for Metamod.  It allows server operators to
"clone" brush entities by creating brush based entities (func_wall, etc.) on
the fly when a map is loaded.  You can only clone brush models (model=*number)
that already exist in the map .bsp file (sounds like what you want to do,
sorta).

http://planethalflife.com/botman/stripper2.shtml

The origin for cloned brush models will be RELATIVE to the origin of the
original brush model (i.e. an origin of 0,0,100 will clone it 100 units above
the original).  When rotating cloned brush models it seems to do the rotation
first (based on the ABSOLUTE origin in 3D coordinates of the original brush
model) and then apply the translation (coordinate offset from the final
position after the rotation).  I hope you have pretty good matrix algebra
skills for applying the rotation and translation of cloned brush models.  :)

See this thread in my forum for a little more detail...

http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=6&action=display&num=2687

Jeffrey "botman" Broome

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