| closedValve Hammer Editor |
| Started by {SR} *Raggy* on 01-02-2007, 11:07 PM |
Threads: 27
Joined: Apr 2006
Does anyone have this? Do ye have anything with "trigger_teleport" in it? I can't seem to get it on Valve Hammer. I was editing some of the maps that I want to stay playing on my server(Mini_dust2, Spongebob, Hamsters etc) Anyone able to help me here?
Threads: 54
Joined: May 2005
Does anyone have this? Do ye have anything with "trigger_teleport" in it? I can't seem to get it on Valve Hammer. I was editing some of the maps that I want to stay playing on my server(Mini_dust2, Spongebob, Hamsters etc) Anyone able to help me here?n nWhat do you mean have anything with trigger_teleport in it ?? Are you asking for a map that already has one in it.. or are you looking for an updated .fgd file ?n nAnd by editing, do you mean you succesfully decompiled the maps, or have gotten the source from the author ??
Threads: 27
Joined: Apr 2006
Decompiled it. There is some maps that are real bad with spawn camping and just want to fix that up...Make people teleport outta there spawn area (Where the opposite team can't get too)rnrnIt is a entity that is on Scooby_doo but can't get it on DoD for some weird reason
Threads: 7
Joined: Jun 2006
Decompiled it. There is some maps that are real bad with spawn camping and just want to fix that up...Make people teleport outta there spawn area (Where the opposite team can't get too)rnrnIt is a entity that is on Scooby_doo but can't get it on DoD for some weird reasonrnrnYou can find it on dod_hill_classic. If Allies try to enter the Axis spawn you are teleported back to Allies Spawn.
Threads: 27
Joined: Apr 2006
Yeah I can find it but I can't get it with the Valve Hammer. I'm trying to get it into it without editing it into the bsp file
Threads: 27
Joined: Apr 2006
{rn"origin" "-2280 -2872 -1584"rn"targetname" "axistele"rn"angles" "0 270 0"rn"classname" "info_teleport_destination"rn}rn{rn"model" "*74"rn"style" "32"rn"target" "alliestele"rn"spawnflags" "16"rn"classname" "trigger_teleport"rn}rnrnThat is what is in the dod_hill_classic.bsp but I can't find that in the Valve Hammer Editor....
Threads: 2
Joined: Jan 2005
In my mapping, I've found lots of bugs dealing with entities (some don't even work at all). I too, do not see the entity available in Hammer.rnrnIt's definitely in the fgd:rnrn
rn@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" rn[rn spawnflags(flags) =rn [rn 8: "No Allies" : 0rn 16: "No Axis" : 0rn ] rn]rnrnrnDoubtful you'll ever get an ear at valve for fixing anything in DoD. Like I've said earlier, there's a lot of bugs that have been in there since day 1 that were never addressed.rnrnBest bet would be to rip the bsp and manually put in your own (since the game engine understands it).rnrn-O-
Threads: 27
Joined: Apr 2006
Alrite cool. I was actually looking at other tools for making maps. There is alot on www.fpsbanana.com/tools/search?qfield=tools.name&qstring= but I dunno what they would be like.rnrnThere is one called F.E.A.R. It's a really big file. Something like 640 mb. I might have a look into that program and see how that works :)
Threads: 75
Joined: Jun 2006
Fear is a game...First Encounter Assault Reccon. Its one fucked up scarry ass game! If thats what it is, but if the spelling is F.E.A.R. Then thats what it is...nnCheers!
Threads: 54
Joined: May 2005
oh ok.. I think I know your problem.. trigger_teleport is NOT a point entity... and you can not find it because you are treating it like one... setting up a trigger teleport requires using brushes to create an "area" and then the trigger_teleport is found in Solid Entity, the trigger_teleport_destination though is a point entity... n nmake a brush textured with AAATRIGGER and then turn it into a solid entity called trigger_teleport, set the flags for it to be team specific, then have it target a point destination...n n nGREAT, had me turn on Hammer and now I have the itch to map again...n nI should post my maps here, I have one I know alot will like if you like skydiving at all...
Threads: 27
Joined: Apr 2006
Yeah send it over to me please and I'll put it on my 2 servers....My guys will get it popular on my servers :P And people also grab maps off me every once and a while so in no time you'll see your map all over the game :PrnrnThanks for the info there Tatsu I'll have to give it a try in a bit...Just need something to eat first :(
Threads: 54
Joined: May 2005
Yeah send it over to me please and I'll put it on my 2 servers....My guys will get it popular on my servers :P And people also grab maps off me every once and a while so in no time you'll see your map all over the game :Pn nThanks for the info there Tatsu I'll have to give it a try in a bit...Just need something to eat first :(n nHere it is... I never got around to changing the "credits" so be aware, DragonReborn is my AKA from back when I was a part of the {GSR} clan.n nThis idea for the ground part of the map come from a good friend Rollin~Death, I established the freefall... put the two together and you have a very fun small map... look for some minor secrets....n nhttp://customdod.com/maps/dod_rdfreefall.zip
Threads: 27
Joined: Apr 2006
I'm uploading the map now...I'll come back and let ya know how it goes on my server :P
Threads: 27
Joined: Apr 2006
That map is quite kool. I used to play a map with those kind of planes on TFC before. I can't remember the name of that map though...rnrnI still have to try out the map with alot of people on the server. I'll try it out in a while when I get a few more on :)rnrnAlso I got a quick question for someone that knows some mapping. If you know Crossfire(Which everyone nearly does...) there is a nuke on that map. I was wondering if anyone knew how to make a nuke and a place to protect yourself from that nuke?
Threads: 54
Joined: May 2005
If you know Crossfire(Which everyone nearly does...) there is a nuke on that map. I was wondering if anyone knew how to make a nuke and a place to protect yourself from that nuke?n nlol, did you open the map with BSPedit and see what entities it was using.. ?n n n nmostly it looks to be a shake and fade sequence and alot of trigger hurt zones... n n n
n{n"origin" "64 -2304 -1840"n"bunker_towerdoors#1" "54" <-- auto door controln"strike_ready_door" "2" <-- auto door controln"towers_button_doors" "2" <-- auto door controln"strike_timer_mmb" "55" <-- start a timern"bunker_towerdoors" "47" <-- auto door controln"bunker_maindoor#1" "64" <-- auto door controln"strike_pain#1" "52.1" <--trigger_hurt zonesn"strike_pain" "52" <--trigger_hurt zonesn"strike_wav" "52" <-- sound effectsn"strike_shake" "52" <-- shake effectn"strike_flash" "52" <-- fade effectn"strike_flybywav" "44" <-- sound effectsn"bunker_maindoor" "20" <-- auto door controln"strike_siren#1" "45" <-- sound effectsn"strike_siren" "0" <-- sound effectsn"targetname" "strike_mm"n"classname" "multi_manager"n}n{n"origin" "96 -2336 -1840"n"rendercolor" "255 255 255"n"renderamt" "255"n"holdtime" "0"n"duration" "4"n"targetname" "strike_flash"n"spawnflags" "1"n"classname" "env_fade"n}n{n"origin" "128 -2336 -1840"n"frequency" "2.5"n"radius" "500"n"amplitude" "16"n"duration" "2"n"targetname" "strike_shake"n"spawnflags" "1"n"classname" "env_shake"n}n nThreads: 27
Joined: Apr 2006
Ok I haven't tried that yet but I was trying something else which isn't working out great for me. I'm trying to make a area that will give you low gravity in just that area but it won't go away from outside that area.rnrnAlso I'm having a bit of a problem with the trigger_teleport. I have all them set but I just want to know do I make a trigger_multiple for all them or just one of them and put the name of what I called it in it?
Threads: 27
Joined: Apr 2006
{rn"model" "*5"rn"targetname" "5"rn"style" "34"rn"target" "5"rn"classname" "trigger_teleport"rn}rn{rn"origin" "-695 1465 -125"rn"targetname" "5"rn"angles" "0 0 0"rn"classname" "info_teleport_destination"rn}rnrnThat's the way that they are. One of them works perfect but I can't seem to get the others to work....
Threads: 54
Joined: May 2005
well.. I would not use numbers as target names... that could cause problems... use a simple decriptive name... and the trigger looks to target itself as well, which will "toggle" it off by using it... first person to enter would teleport to destination and at same time disables the trigger field...nthe next person goes through field and is not affected cause fisrt person "shut it off"n nEach "area" that a player enters and you want them teleported needs to have its own "area" ... all the seperate areas can all target the ONE destination (though you might want a few extra destinations incase 2 people get teleported together you risk the chance of them both being put in same location and thus making both stuck)n nfell free to post up your .rmf file ....
Threads: 27
Joined: Apr 2006
I've been trying to edit a map called mini_dust2. I've made the spawn areas differently as it was a terrible spawn area for both teams before. I have to also edit a stupid leak or something aswell cause of the way it was made. I'll have to do that tomorrow and then I'll post up the .map file on here and let ya look at it...rnrnBut thanks for the info Tatsu...I knew someone here would be helpful as always :)
Threads: 27
Joined: Apr 2006
Hey Tatsu thanks for the advice on the teleporting. It worked like a charm!! I'm only getting one problem with a map though.... Always when I load some maps it says that one solid couldn't load properly.... Anyway around this crappy error(If you know)?
Threads: 54
Joined: May 2005
Hey Tatsu thanks for the advice on the teleporting. It worked like a charm!! I'm only getting one problem with a map though.... Always when I load some maps it says that one solid couldn't load properly.... Anyway around this crappy error(If you know)?n ndo you mean opening a decompiled map ?? What happens is when you compile a map and use special textures like NULL and such, those "faces" get stripped when the map compiles... when you decompile the map those missing faces are going to spit out errors when you try to open it in hammer... You are just going to have to find the brush that is causing the issue and remake it...
Threads: 103
Joined: May 2005
decompiling maps causes a lot of problems.. you get a lot of messed up vertices & invalid surfaces.. and in some cases it can almost double the polys in brushwork
Threads: 27
Joined: Apr 2006
Yeah I'll just have to actually get mapping on my laptop soon enough... Learn a bit about the entities first...
Threads: 27
Joined: Apr 2006
Alrite I've started mapping on my laptop but am fairly confused with the entities... Can you make them go all around a area... Lets say a spawn area for the player strip entitie... Like cover a few squares instead of just one...
Threads: 6
Joined: May 2005
I don't know if it can be done this way, but this would be better if you could get it to work. You should try using Twilight Suzuka's Entity Manipulation plugin to add the teleporting to the map without decompiling and recompiling the map. Not only will you save yourself all the problems that decompiling causes, not to mention changing someone else's work without permission, but you will also save your clients having to download a new version of the map.
Threads: 103
Joined: May 2005
Alrite I've started mapping on my laptop but am fairly confused with the entities... Can you make them go all around a area... Lets say a spawn area for the player strip entitie... Like cover a few squares instead of just one...nni believe the weapon stripping entity needs to be triggered to activate.. nnnot totally sure.. maybe it just strips the players weapons as they spawn/connect idk.. but if its a point entity.. id assume it needs to be triggerednnand im too lazy to actually go look myself.. lol
Threads: 11
Joined: Aug 2006
|= TatsuSaisei;3208']oh ok.. I think I know your problem.. trigger_teleport is NOT a point entity... and you can not find it because you are treating it like one... setting up a trigger teleport requires using brushes to create an "area" and then the trigger_teleport is found in Solid Entity, the trigger_teleport_destination though is a point entity... rn rnmake a brush textured with AAATRIGGER and then turn it into a solid entity called trigger_teleport, set the flags for it to be team specific, then have it target a point destination...rn rn rnGREAT, had me turn on Hammer and now I have the itch to map again...rn rnI should post my maps here, I have one I know alot will like if you like skydiving at all...rnrnYeah yeah yeah post de maps--- post de maps please!!!
Threads: 2
Joined: Jan 2005
I've been able to add a weapon strip to a map, but it required a trigger multiple and a brush to tie it to.rnrnIE:rnrn
rn{rn"model" "*1"rn"targetname" "WeaponStrip"rn"spawnflags" "1"rn"target" "strip"rn"style" "32"rn"teamonly" "1"rn"classname" "trigger_multiple"rn}rn{rn"origin" "0 0 0"rn"targetname" "strip"rn"classname" "player_weaponstrip"rn}rn{rn"origin" "0 0 0"rn"spawnflags" "1"rn"targetname" "strip"rn"weapon_colt" "1"rn"classname" "game_player_equip"rn}rn{rn"origin" "0 0 0"rn"spawnflags" "1"rn"targetname" "strip"rn"weapon_amerknife" "1"rn"classname" "game_player_equip"rn}rnrnrnIf an allie touches the brush above (model *1), they trigger the weaponstrip (stripping grenades and primary weapon) and giving them a colt and a knife.rnrnI didn't like the above method. If someone stays in the entity, they continually go through the motions of dropping a weapon (very annoying). My goal was to simply remove the nades for a particular side so I wrote my own plugin and controlled it with a cvar controlled with a MAPNAME.cfg file.rnrn-O-
Threads: 54
Joined: May 2005
i believe the weapon stripping entity needs to be triggered to activate.. n nnot totally sure.. maybe it just strips the players weapons as they spawn/connect idk.. but if its a point entity.. id assume it needs to be triggeredn nand im too lazy to actually go look myself.. loln
I've been able to add a weapon strip to a map, but it required a trigger multiple and a brush to tie it to.nI didn't like the above method. If someone stays in the entity, they continually go through the motions of dropping a weapon (very annoying). My goal was to simply remove the nades for a particular side so I wrote my own plugin and controlled it with a cvar controlled with a MAPNAME.cfg file.n nThe following values can be used as the targetname of an event. Their event will be triggered under special circumstances. n ngame_playerdiengame_playerkillngame_playerjoinngame_playerspawnngame_playerleave
Threads: 27
Joined: Apr 2006
Sorry guys but I meant the entities that you put on with the entitie tool... Not the ones with the brush and entitie... Anyway to make them bigger
Threads: 54
Joined: May 2005
Sorry guys but I meant the entities that you put on with the entitie tool... Not the ones with the brush and entitie... Anyway to make them biggern nthere is no "size" with a point entity... n npoint entities either exist or they do not, there is no such thing as making one bigger... or smaller for that matter...n nwhat was your original question if it wasn't answered before... ?
Threads: 27
Joined: Apr 2006
That was it...

