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Old 09-24-2007, 12:39 PM   #1
Forceboat
 
Join Date: May 2003
Posts: 277
Stupid question, but I need help with it

Okay, I have a cutscene map that is already compiled and I wanted to see if I could slip in another entity that hasn't been in it previously. I want to call it NPC_Chewie, but i don't know what the origin or angle coordinates should be. Here's what is in the map so far with three entities, without the one I want to put in:

"classname" "NPC_Kyle"
"origin" "-112 -144 24"
"angle" "90"
"spawnflags" "32"
"spawnscript" "no_weapon"
}
{
"classname" "NPC_Lando"
"origin" "-16 -144 24"
"angle" "135"
"spawnflags" "32"
"spawnscript" "no_weapon"
}
{
"classname" "NPC_MonMothma"
"origin" "-112 -48 24"
"angle" "315"
"spawnscript" "cine_c"
"spawnflags" "32"

So, based on those, what exactly should my origin coordinates and angle number be? I know I sound stupid and I am not good with math or geometry, so any help at all would be most appreciated, any at all.
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Old 09-24-2007, 12:55 PM   #2
Thor the Bassis
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Location: England
Posts: 157
I would recompile. By the time you've worked out where each of the other npcs are standing and what their angle is and how the numbers represent them you could proberably have recompiled. If its because its a long compile cut some stuff out of the light compile and then put some more lights in as its only a cutscene.

For you info it'd be something like this:
{
"classname" "NPC_Kyle"
"origin" "-112 -144 24"
"angle" "90"
"spawnflags" "32"
"spawnscript" "no_weapon"
}
{
"classname" "NPC_Lando"
"origin" "-16 -144 24"
"angle" "135"
"spawnflags" "32"
"spawnscript" "no_weapon"
}
{
"classname" "NPC_MonMothma"
"origin" "-112 -48 24"
"angle" "315"
"spawnscript" "cine_c"
"spawnflags" "32"
}
{
"classname" "NPC_Chewie"
"origin" "x y 24" - you need xy coordinates. Draw a scale drawing and see where chewie should go
"angle" "tan(x/y)" -this will make him look directly in the middle or u can look on your diagram
"spawnscript" "no_weapon"
"spawnflags" "32"
}

Now u see why i say recompile. I also dont even know if this would work.


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Old 09-24-2007, 07:21 PM   #3
acdcfanbill
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If you edit a .map file, you have to recompile anyway, since a compiled map is stored in a .bsp

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