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moveable_model

moving.webm

The moveable_model entity gives map makers a moveable model with customizable properties and animations. It can be set to be interactable by a specified player or all players, and it has different settings for movement types (toss or bounce) and interactions such as attack pull and attack push.

Entity Definition

moveable_model

The moveable_model entity comes with the following properties:

Property Type Description Default Value
targetname string The name of the entity.
model studio Path to the model file. models/recruit.mdl
scale float Scale of the model and adjusts the bounding boxes accordingly. 1
canmove choices Whether the model can be moved. 1
- 1: Yes
- 0: No
allowedtarget string Name of players allowed to move this model. Leave empty to allow everyone.
anim integer Animation sequence number to play in-game. 0
sequence integer Editor sequence number for previewing animations in the map editor. 0
min_size string Minimum size of the bounding box. -12 -12 0
max_size string Maximum size of the bounding box. 12 12 72
usebounce choices Movement type of the model.
- 0: Toss (MOVETYPE_TOSS)
- 1: Bounce (MOVETYPE_BOUNCE)
effect_friction string Friction modifier (percentage). 100.0
attack_pull choices Allows attack pull. (RMB) 0
- 1: Yes
- 0: No
attack_push choices Allows attack push. (LMB) 0
- 1: Yes
- 0: No
sync_angles choices Synchronizes model's angles with the player’s. 0
- 1: Yes
- 0: No

FGD

The .fgd file defines the entity moveable_model, designed for use in Sven Co-op maps. The entity allows for a moveable model with animation capabilities, making it customizable for mappers.


Usage

Adding the .fgd File to Your Map Editor

To use this .fgd file, include it in your map editor’s configuration. Then, place the moveable_model entity in your map and configure its properties as needed.

CFG file

To include the script in a map's .cfg file, add the following line to your map's .cfg file:

map_script your_map/your_mapinit

Replace your_map with the name of your map's script folder and your_mapinit with the name of your map's initialization script. This will ensure that the moveable_model is registered and ready to be used in your map.

Registering the Script

To register the script for this entity in a MapInit() function, include the following code in your initialization script:

#include "moveable_model"

void MapInit()
{
    MoveableModel::Register();
}