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JumpPad Map Model

by SnipaMasta on 12/30/2003 03:25, 2 messages, last message: 12/31/2003 09:35, 1365 views, last view: 03/17/2024 22:21

Hey guys, been a while, but, with the new release there was no model for this, so, it was my job (well, not really, but tell me one other thing to do at 2am) to make one!
http://www.snipamasta.co.uk/files/JumpPad.zip

Enjoy guys!

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#1: ..

by SnipaMasta on 12/30/2003 14:09

Revision -
Its "newent mapmodel 2 0 0", im not sure what significance the numbers in the config file have.

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#2: Re: .. jumppad usage

by Bascule on 12/31/2003 09:35, refers to #1

The readme for this is unclear, entry should read:

Find your models.cfg in your data folder
At the end of it, put this:
loadmodel "jumppad"
mapmodel 2 1 0 0

If no other .cfg changes are made, the jumppad will then be mapmodel number 2 (because it's the third mapmodel to be defined). The variables define a radius of 2 (4x4 square), a height of 1, 0 cubes off the ground and not snapped to the grid (I don't fully understand this one)

To use, type the following into the console:

/newent mapmodel 2 0 0

which will insert mapmodel number 2, an additional 0 units off the ground and with the default skin (skin 0). Beware that the jumpad will point in the direction the camera is facing when you insert the model (works same as other entity placement in Cube)

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