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Опубликовано:

I used Rendflex's entity tool,spawned a model and was amazed by the ability to move the model, so i thought why not do this with every model in the map, so i started to do a forge mod.

 

forge.png

 

Options:

-You can select and spawn a model (models change depending on the map you are playing)

-You can move a model any model you are in front of

-You can delete a model

-You can go into UFO mode

-You can export any model you are in front of to the log (thx to Rendy for his logwrite code)

-You can hide the help

-Changed model selection code (thx to Rendy again :D) [new]

-Removed unnecessary precaches [new]

 

Download:

z_forge.iwd (If this one gives you an error, download the one below!)

z_forge_fix.iwd

Featured Replies

Опубликовано:
Is there any way to load the map with the models when you boot up IW4M and want to play a match?

(Yes, im a noob at modding :|)

.... and a noob at it you are indeed.. only if the server is running with the modified .ents file it will show.

Опубликовано:
Is there any way to load the map with the models when you boot up IW4M and want to play a match?

(Yes, im a noob at modding :|)

.... and a noob at it you are indeed.. only if the server is running with the modified .ents file it will show.

 

Okay, thanks!

Опубликовано:
JoeyB":5fiweuo9]When I get bored, I may add some other map support (like vacant), or something, if it's fine with you. :)

I already did. I added all the missing entities for the maps, and got all of the regular maps, + dlcs + oilrig and estate (SP)

Опубликовано:

Momo, try this code instead of setting models manually for each map:

 

CreateModelArray()
{

ent = getentarray("script_model", "classname");
self.pickedbullet[0] = "com_plasticcase_friendly";

for(i = 0; i <= ent.size; i++)
{

modelFound = 0;

	//for(p = 0; p <= self.pickedbullet.size; p++)
	foreach(modelArray in self.pickedbullet)
	{
		if(modelArray == ent[i].model)
		{
			modelfound = 1;
		}

	}

	if(!modelFound)
	{
	self.pickedbullet[self.pickedbullet.size] = ent[i].model;
	}


}
}

Опубликовано:
Momo, try this code instead of setting models manually for each map:

 

CreateModelArray()
{

ent = getentarray("script_model", "classname");
self.pickedbullet[0] = "com_plasticcase_friendly";

for(i = 0; i <= ent.size; i++)
{

modelFound = 0;

	//for(p = 0; p <= self.pickedbullet.size; p++)
	foreach(modelArray in self.pickedbullet)
	{
		if(modelArray == ent[i].model)
		{
			modelfound = 1;
		}

	}

	if(!modelFound)
	{
	self.pickedbullet[self.pickedbullet.size] = ent[i].model;
	}


}
}

That wouldve been useful.... For me...

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