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Emptying a map?
#1
So I was wondering if it's possible to remove every model from a map, let's just say nuketown? I managed to delete the destructibles like the 3 normal cars and mannequins, but nothing else. For example is it possible to delete the yellow school bus? (I think it's called t5_veh_schoolbus)

I tried the ignore assets method but couldn't really get that to do what I want.
[Image: enjin-103434-13169654251028747231-blue.png]
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#2
You can't remove the map itself ( ... also bus is d3d object ). You can just remove DOBJs from it.
Check this thread: http://www.itsmods.com/forum/Thread-Rele...DObjs.html

You can use /configstrings or IDA to explore the black ops exe file for more entity types.
Ignoring assets is bad idea, since you will get console spam.
C++/Obj-C developer. Neko engine wip
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  • frozenliquid
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#3
Cool, thanks.
I tried typing configstrings into console but said it doesn't exist.

I added all these in a method that initiates at _load after every other one.
Code:
hurts = GetEntArray("trigger_hurt","classname");
for(i=0;i<hurts.size;i++)
    hurts[i] delete();

models = GetEntArray("script_model","classname");
for(i=0;i<models.size;i++)
    models[i] delete();
    
smodels = GetEntArray("script_brushmodel","classname");
for(i=0;i<smodels.size;i++)
    smodels[i] delete();
    
destructibles = GetEntArray("destructible","targetname");
for(i=0;i<destructibles.size;i++)
    destructibles[i] delete();
    
animated_models = getentarray( "animated_model", "targetname" );
for(i=0;i<animated_models.size;i++)
    animated_models[i] delete();
    
barrels = getentarray ("explodable_barrel","targetname");
for(i=0;i<barrels.size;i++)
    barrels[i] delete();
    
radiationFields = getentarray("radiation", "targetname");
for(i=0;i<radiationFields.size;i++)
    radiationFields[i] delete();
    
minefields = getentarray("minefield", "targetname");
for(i=0;i<minefields.size;i++)
    minefields[i] delete();
    
triggers = GetEntArray( "dynamic_path_trig", "targetname" );
for(i=0;i<triggers.size;i++)
    triggers[i] delete();
    
platform_triggers = getEntArray("elevator_trigger", "targetname");    
for(i=0;i<platform_triggers.size;i++)
    platform_triggers[i] delete();

crates = getentarray ("flammable_crate","targetname");
for(i=0;i<crates.size;i++)
    crates[i] delete();
    
turrets = GetEntArray( "misc_turret", "classname" );
for(i=0;i<turrets.size;i++)
    turrets[i] delete();

pipes = getentarray("pipe_shootable","targetname");
for(i=0;i<pipes.size;i++)
    pipes[i] delete();
    
rotating_objects = GetEntArray("rotating_object", "targetname");
for(i=0;i<rotating_objects.size;i++)
    rotating_objects[i] delete();

script_vehicles = getentarray( "script_vehicle", "classname" );
for(i=0;i<script_vehicles.size;i++)
    script_vehicles[i] delete();
    
misc_turrets = getentarray( "misc_turret", "classname" );    
for(i=0;i<misc_turrets.size;i++)
    misc_turrets[i] delete();

They're all the ones I was able to find. Pretty much still only the cars and mannequins which are inside the map, disappear (one mannequin didn't get deleted inside map :p) Is that everything that can be done, or am I completely off?
[Image: enjin-103434-13169654251028747231-blue.png]
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#4
I think there are more classtypes/targets in .exe file. Just search for random strings.
C++/Obj-C developer. Neko engine wip
Steam: Click
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