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Or when you start up a campaign your build, will still be there. Including weapons and etc from the build script.
The guide:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2266350928
has a subsection on how to make a working elevator, add floors, ect.
Does it crash if only the MSC and build scripts are loaded?
I'm sorry but I have a lot of family medical stuff going on right now.
I haven't had any time to work on any plugins.
!create physics /playeranglegrab /releaseobject
Introducing elevators.
These elevators support changing floor height and adding new floors.
This was a lot to bug test by myself so hopefully I didn't miss any bugs.
I am aware that rotating the elevator on either X or Z axis will confuse the elevator. There is nothing I can do about this atm because it goes off world origin instead of the local origin.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2292918590
Added setchild command that allows you to connect props together.
Changed func_button to script_func_button.
Added weapon, ammopile, and lasersight to create types.
Most of it is backend so you won't even notice it but you may notice a few improvements if you're looking closely.
I'll see if we can find time for my alpha testers to help bug test soon.
I created a new build controller and now I have to reprogram everything to work with it.
Release is still a ways off.
Introducing a new alpha multiselection system.
Allows you to grab multiple objects at the same time.
Only certain commands will work with it atm.
doorsliding is now supported under create types.
Added button to create types. You can now link these buttons to open doors. Supports 3 state doors as well.
Keep in mind that the button game class was not designed to be spawned ingame. In order to get it to work I had to do some really hacky things to get it to function properly.
You will notice that the hand animation loops when close to the button. This is because the devs of the game didn't properly account for solid type 2 with fake bounds for the func_button type.
This doesn't use quaternions so certain euler angles will still break but this still looks better in most cases.
Added new tools.
doorsliding is not working yet so don't use it. :P
Creating doors is now possible.
Introducing a powerful new alpha tool I'm working on:
/playeranglegrab
More information in description.
Enjoy peeps!