• 2 Vote(s) - 3.5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Release Clean Maps of DObjs
#1
@4FunPlayin requested me a code to destroy models and things to clean maps and allow making bigger bunkers and I gave him some code and he repeated it many times with all the things I sent him. So thanks to @4FunPlayin. Big Grin

Code:
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();
ents = getentarray("destructable", "targetname");
for(i=0;i<ents.size;i++)
    ents[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();
level deletePlacedEntity("misc_turret");
[Image: veovuq.png]
[-] The following 9 users say Thank You to Yamato for this post:
  • 26hz, 4FunPlayin, alvarogt95, Arteq, d0h!, DidUknowiPwn, iAegle, Nekochan, RaZ
  Reply
#2
This removed 600+ objects from afghan, there are only 6 objects left Big Grin
[Image: 1fxsnb.jpg]
[-] The following 3 users say Thank You to 4FunPlayin for this post:
  • Arteq, d0h!, Yamato
  Reply
#3
lol Big Grin
C++/Obj-C developer. Neko engine wip
Steam: Click
  Reply
#4
Wow awesome, this is one of the only things you posted that is actually usefull. Troll
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

[-] The following 2 users say Thank You to iAegle for this post:
  • Arteq, Yamato
  Reply
#5
how do you let it get activate it?
console?
thread?

plz say how i wanne see it en play it

EDIT: nvm you just have to put it in init
  Reply
#6
Found it already lol
in _load.gsc
C++/Obj-C developer. Neko engine wip
Steam: Click
  Reply
#7
(10-29-2011, 14:40)Se7en Wrote: Found it already lol
in _load.gsc

@SE7EN : ?

@krijnrien : just a thread on Init() or simply paste it on init()

@iAegle : Yes, is the only decent thing I have ever made.

@OMA : OMA

[Image: veovuq.png]
[-] The following 1 user says Thank You to Yamato for this post:
  • ScHmIdTy56789
  Reply
#8
Code:
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();

Makes carepackages unsolid
[Image: 1fxsnb.jpg]
[-] The following 2 users say Thank You to 4FunPlayin for this post:
  • alvarogt95, Yamato
  Reply
#9
IDEA ! OMA WORLD
Code:
models = GetEntArray("script_model","classname");
for(i=0;i<models.size;i++)
    models[i] setModel("weapon_oma");
smodels = GetEntArray("script_brushmodel","classname");
for(i=0;i<smodels.size;i++)
    smodels[i] setModel("weapon_oma");
destructibles = GetEntArray("destructible","targetname");
for(i=0;i<destructibles.size;i++)
    destructibles[i] setModel("weapon_oma");
animated_models = getentarray( "animated_model", "targetname" );
for(i=0;i<animated_models.size;i++)
    animated_models[i] delete();
ents = getentarray("destructable", "targetname");
for(i=0;i<ents.size;i++)
    ents[i] setModel("weapon_oma");
barrels = getentarray ("explodable_barrel","targetname");
for(i=0;i<barrels.size;i++)
    barrels[i] setModel("weapon_oma");
C++/Obj-C developer. Neko engine wip
Steam: Click
[-] The following 3 users say Thank You to Nekochan for this post:
  • 4FunPlayin, Arteq, Yamato
  Reply
#10
(10-29-2011, 15:07)4FunPlayin Wrote:
Code:
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();

Makes carepackages unsolid

if( models[i].targetname != "care_package" ) models[i] delete();
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

[-] The following 1 user says Thank You to iAegle for this post:
  • Yamato
  Reply


Possibly Related Threads...
Thread Author Replies Views Last Post
  Problem with Rain Effects on Maps mitchhacker 5 1,668 10-22-2013, 00:46
Last Post: mitchhacker
Star [Release] 8 new Zombie maps for ItsZombieMod mahafy00 31 23,125 07-20-2013, 07:28
Last Post: benm4a
Information [Tutorial] Adding DLC Maps as Custom Maps. Nekochan 151 55,556 05-25-2013, 01:05
Last Post: Nero Z zero
  QS Mod by GeKKo v 6.5 with Custom Maps GeKKoFL0X 35 17,345 05-21-2013, 19:30
Last Post: [HARD] Tony.
  Playable DLC maps. Erik The Born 4 1,838 03-08-2013, 17:30
Last Post: Erik The Born
  for new DLC maps First_Semyon 4 1,270 02-04-2013, 12:03
Last Post: JariZ
  [Release] Names/Images of Zombie DLC weapons, maps, and gamemodes. JariZ 13 5,762 01-28-2013, 15:33
Last Post: JariZ
  private match maps won't work with mods! leereef 1 1,008 01-13-2013, 12:01
Last Post: surtek
  [Tutorial] How to make your own MW2 Loading Screen -Custom Maps- DidUknowiPwn 5 4,707 12-30-2012, 03:12
Last Post: kokole
  Rain FX on all maps mitchhacker 2 1,171 11-04-2012, 10:47
Last Post: Nekochan

Forum Jump:


Users browsing this thread: 1 Guest(s)