velocity? Created 19 years ago2004-06-18 10:13:06 UTC by Lassse Lassse

Created 19 years ago2004-06-18 10:13:06 UTC by Lassse Lassse

Posted 19 years ago2004-06-18 10:13:06 UTC Post #34621
I've added an custom model to my map with an Monster_generic, It's an Canabi plant so it is not an moving or living thing, but when i compile and then run the map it stands too-low velocity on monster_generic.
How can i fix that??
Posted 19 years ago2004-06-18 10:23:05 UTC Post #34624
Further no problems? Then you can discard it, it's just a developers warning that players will not see when they don't run with the -dev parameter.
Posted 19 years ago2004-06-18 10:24:20 UTC Post #34625
but the model hsa disaepered!?
Posted 19 years ago2004-06-18 10:33:07 UTC Post #34629
Hm, that's a problem indeed.

Question: when you open that model in HLMV and you turn on 'ground', is it above or below the ground face?
Also, how did you place this monster_generic and what properties does it have?
Posted 19 years ago2004-06-18 10:49:05 UTC Post #34637
The only thing you have to fill in is Model, e.g. the relative pathname of your model. The rest of the properties can be left alone. Try inserting a monster_generic again with only that one filled in.
You may also try to use a monster_furniture or a cycler.

HLMV = Half-Life Model Viewer.
Posted 19 years ago2004-06-18 18:29:28 UTC Post #34711
It sounds like the model falls out of your map as it's loading. Place it higher off the ground in the rmf.
Posted 19 years ago2004-06-19 17:37:00 UTC Post #34890
Or place a solid world brush under it?
Posted 19 years ago2004-06-19 18:07:12 UTC Post #34894
Since generics are affected by gravity, it is indeed falling out of the map. Use a cycler or monster_furniture, because generics also bleed when hit.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-06-20 08:29:21 UTC Post #34993
whats an cycler?
anyway i solved it with an monster_furniture but i have to put an invisible brush in otherwise you walk thru it.
Thx everyone!!!
Posted 19 years ago2004-06-20 11:07:00 UTC Post #35025
monster entities are automatically put to the ground no matter how high they're placed in the level, just like weapon and ammo entities. The cycler entity can also display models bu stays at it's placed location. Disadvantage is that it has a predefined 'hitbox', and the model cycles between it's various animations when this box is shot. For prop models with only an idle animation, this isn't a problem, although the 'hitbox' is often larger than the model used.

After all, I still haven't found my favorite model entity. Guess I'll have to code one... ;)
Posted 19 years ago2004-06-20 11:27:43 UTC Post #35038
Looong ago, the env_sprite and env_glow ents could be used for still models. If you do that now, your map will worldcraft cause to crahs. This sux!
The stupid thing about monster_generics is that all hostile monsters will try to kill it. In spirit there is an env_model, but it acts strange too, it often isn't lit correctly.
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