View Full Version : Brush Scripts?

05-14-2002, 01:58 AM
Does anyone here ever use the Brush Scripts option in Radiant, it's in the Edit drop down menu. If so, exactly what is it used for. It says that it's still highly experimental. It sounds like a tool for making your own custom entities. I have another program called 3d gamestudio that allows you to create your own entities by applying scripts to your brushes so that's where i'm getting this assumption from. Anybody know where to get the scripting language manual or a tutorial for this? It would certainly open up a lot more options for mapper's if this were the case, no more "it's not possible in radiant" comments.

Just curious, I may be way off base here.

05-14-2002, 08:12 PM

05-15-2002, 12:39 AM
Well... I don't think it's been implemented yet, considering that in the dialog box the title bar says Not Implemented Yet :D (At least in GTKRadiant, in the default JKII editor it doesn't say that.) Also the boxes New and Edit are greyed out, so I don't think it can be used by anyone yet (this is in both GTKRadiant and JKIIRadiant.) As to what it does, I don't think it's for the creation of new entities. Most entites use model files (guns, items, etc.) A few of them do use brushes and patch meshes, but those are the doors, lifts, platforms, triggers, and so on.

I think that Brush Scripts probably does something which only is used in the editor, and not in the game. Something like that is also done with func_group. Func_group entites are treated the same as regular brushes in the compiler, it's only there for mapper convenience. The reason I think it only effects the map editor-wise is because in GTKRadiant you can select that option with all games (Q3, RTCW, JKII, etc.) If it was something which ran in-game then I think that the feature would have been completed shortly after Q3A's launch ^_^. Your question as to what it does would probably be better asked in the forums at qeradiant.com, or e-mail the developers of GTKRadiant directly.