The Case of the Missing Prop_dynamic

FotDFotD Join Date: 2013-04-08 Member: 184715Members
I'm trying to get a moving fan in a map and I'm having a damn hard time "finding" the prop_dynamic. I know it's in the entities list but when you apply it to the map it's not visible. I know it's there because if I select the general area and deselect the verticies, faces, lines, props, etc you can actually select it.

I read somewhere that the prop_dynamic dimensions are 1:1:1 and can't be scaled. (LOL What!?) So I'm asking is there any way to identify or find the prop_dynamic without selecting an area where it COULD be and unselecting everything that isn't it?

Comments

  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Copy/Paste is your friend
    When I'm in a mapping Jam.

    Find a map with a moving fan. The Combat map ns2_co_Core has one above the aliens hive. ns2_Mineshaft has a few too as does ns2_tram.
    Open said map in the editor.
    Click on the Entity/Prop you want.
    if you just want to learn the entity/props pathway. View its pathway properties with the select cursor arrow thing if you want to make yours from scratch.

    Or
    Copy Entity.
    Open your Map.
    Paste.
    Zoom to Selected.

    I hope this helped.
  • FotDFotD Join Date: 2013-04-08 Member: 184715Members
    edited April 2013
    Maybe you didn't understand. I know how to do it I just can't SEE the prop_dynamic. I can't copy paste a working fan because I don't know where the prop_dynamic is on it and from what I understand the prop_dynamic could be anywhere on the map.

    And If I copy and paste and deselect there's no telling whether or not the prop_dynamic is the correct one. Plus if I ever want to edit it I have to select all the verticies and walls and deselect them individually? What if there's two fans?
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Actually the fan is prop dynamic, once you set the model file for prop_dynamic it becomes the model itself.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Also you cannot create entities from level geometry. This is not Half-Life. Everything dynamic is done by models.
  • FotDFotD Join Date: 2013-04-08 Member: 184715Members
    Rudy.cz wrote: »
    set the model file for prop_dynamic
    OK, how do I do that? I try and manually change from prop_static to prop_dynamic but it won't let me change the name, it's all greyed out.

  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Ok, go to entity list (icon of blue person) and pick the desired entity from list. Place it by clicking in the level trough one of the view ports.
  • FotDFotD Join Date: 2013-04-08 Member: 184715Members
    OK, Thanks for the help guys I appreciate it. I just said "screw it." and created one, selected the area and changed the model to the fan. The problem I was having was that when placing it I couldn't see where I placed it, which made selecting it extremely difficult. And even in Half-life, non-geometric based functions were still larger than 1:1:1 (I think the smallest was the multimanager but even that was visible).

    And I apologize, I think a part of my own confusion was thinking that prop_dynamic was some kind of flag entity that affects an area (The blue sphere threw me off.) I don't know why, I don't think anyone has used something like that since the friggin' Build engine.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    You can't scale dynamic props, they we're still the normal scale ingame.
    (If they haven't changed this yet, but I don't think so).
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    JimWest wrote: »
    You can't scale dynamic props, they we're still the normal scale ingame.
    (If they haven't changed this yet, but I don't think so).[/quote

    That is unfortunatelly true, but you can workaround this by creating a custom cinematic file where scaling works.
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