Post: Spawning Solid Objects
12-17-2011, 12:44 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); hey guys,ive put together a script which spawns a solid model by co-ords, and its the smallest one ive seen in awhile, i did some research for other varibles and entities and came across this,i tested it to see what it did and it spawned a non- laggy barrier inside the object,the down side of this script is that its only a small barrier but i think you can adjust it by the value 2 or more, so enjoy.

    
RandomObject = spawn( "script_model", (0,0,0) ); // place your object co-ords in here
RandomObject setmodel("model here"); //model name goes in here, must be precached!
RandomObject setContents(1); //makes a small barrier inside the object, no lag at all!


preview

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The following user thanked Uk_ViiPeR for this useful post:

Taylor
12-17-2011, 02:53 PM #11
Originally posted by IELIITEMODZX View Post
ive only ever tryed this on waw ill give it ago on cod4 now Happy

heres a screeny, and just to prove i didnt use corey box, his box is on the floor in the screeny.

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now you can remove the groan :p
12-17-2011, 02:59 PM #12
Originally posted by UK
ye,i think its only tru and false,but when you use in ingame and the object is placed on the floor it doesnt become solid for some reason, it need to be up abit from the ground in order to form a barrier. and i havnt seen anyone use setContents on here before.


I knew I'd seen it somewhere.. All the Hawkin Zombieland map functions use setContents
    CrBlock(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_beige_big");
block.angles = angle;
blockb = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
blockb.origin = pos;
blockb.angles = angle;
blockb setContents( 1 );
wait 0.01;
}
CrTRGR(pos,rad,height,mod)
{ if(!isDefined(mod))mod=0;
if(mod==0)
{ posa=pos + (0,0,30);
block = spawn("script_model",posa);
block setModel("com_plasticcase_beige_big");
block.angles = (0,0,90);
}
blockb = spawn( "trigger_radius",(0,0,0),0,rad,height);
blockb.origin = pos;
blockb.angles = (0,90,0);
blockb setContents( 1 );
wait 0.05;
12-17-2011, 03:01 PM #13
Originally posted by x. View Post
I knew I'd seen it somewhere.. All the Hawkin Zombieland map functions use setContents
    CrBlock(pos, angle)
{
block = spawn("script_model", pos );
block setModel("com_plasticcase_beige_big");
block.angles = angle;
blockb = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
blockb.origin = pos;
blockb.angles = angle;
blockb setContents( 1 );
wait 0.01;
}
CrTRGR(pos,rad,height,mod)
{ if(!isDefined(mod))mod=0;
if(mod==0)
{ posa=pos + (0,0,30);
block = spawn("script_model",posa);
block setModel("com_plasticcase_beige_big");
block.angles = (0,0,90);
}
blockb = spawn( "trigger_radius",(0,0,0),0,rad,height);
blockb.origin = pos;
blockb.angles = (0,90,0);
blockb setContents( 1 );
wait 0.05;

ah,didnt know that :(
12-17-2011, 03:35 PM #14
Originally posted by UK
heres a screeny, and just to prove i didnt use corey box, his box is on the floor in the screeny.

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now you can remove the groan :p
lawl i did remove. on waw it never worked. i use it on cod4 but i always used trigger_radius so i never saw it.
12-17-2011, 03:38 PM #15
markthekilla3
Do a barrel roll!
Ur A Beast Man,Ur work is always TopNotch Please Keep it up
Ur a LegendSmile
12-17-2011, 04:02 PM #16
Jacob-And-Britt
I’m too L33T
Originally posted by UK
hey guys,ive put together a script which spawns a solid model by co-ords, and its the smallest one ive seen in awhile, i did some research for other varibles and entities and came across this,i tested it to see what it did and it spawned a non- laggy barrier inside the object,the down side of this script is that its only a small barrier but i think you can adjust it by the value 2 or more, so enjoy.

    
RandomObject = spawn( "script_model", (0,0,0) ); // place your object co-ords in here
RandomObject setmodel("model here"); //model name goes in here, must be precached!
RandomObject setContents(1); //makes a small barrier inside the object, no lag at all!


preview

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Does this need to be put in a script?
12-17-2011, 04:12 PM #17
Originally posted by jbglitching View Post
Does this need to be put in a script?

yes,it is a script.
12-17-2011, 04:14 PM #18
Originally posted by UK
yes,it is a script.


Think he means

doSolid()
{
//solid script
//contents
}
12-17-2011, 04:25 PM #19
Originally posted by ImFukinGay View Post
Think he means

doSolid()
{
//solid script
//contents
}

ye otherwise it wont work, its kind of obvious.

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