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News: Zombie Master 2 discussion

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Mapping Q&A
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Author Topic: Mapping Q&A  (Read 237949 times)
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #160 on: November 10, 2010, 04:00:05 PM »

The flag doesn't do anything. At least not in multiplayer games.


I noticed it does do something. When a weapon with the flag ticked spawns, it's got physics like normal, but when picked up and dropped, it freezes in mid-air. I highly doubt this is how it is supposed to work.

I've also tried using phys_constrains with the weapons, but the weapons just don't get welded, maybe I'm doing something wrong? Does anyone else experience this problem?
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #161 on: November 17, 2010, 09:31:03 PM »

Could the damage owner entity be changed so it works with the users of doors(rotating and sliding ones) too?
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #162 on: November 17, 2010, 09:44:13 PM »

Could you explain your intended use?
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #163 on: November 17, 2010, 09:57:44 PM »

I am using a func_door_rotating as a lever and it'd be easier to use that than making a button, but I guess I can settle with that if you have a reason not to add it. I could however think of other examples, such as opening a door and something inside kills you and/or the rest of the people in the room, or something like that.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #164 on: November 17, 2010, 10:49:46 PM »

ttt_damageowner works with any output that has a player as the activator. For doors, that seems to be the case for OnOpen and OnClose. It should be possible to hook up a door just like a button using those outputs.
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #165 on: November 18, 2010, 12:06:07 AM »

It won't work, and I've tried different damage types too.
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #166 on: November 21, 2010, 12:34:59 AM »

I tried a ttt_game_text with a func_door_rotating, a func_door and a func_physbox with the "Generate output on +use" flag ticked. All of them give me this in console: ttt_game_text tried to show message to invalid !activator
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #167 on: November 21, 2010, 09:05:38 AM »

If doors don't send the player as !activator then there's little I can do about that.
Raneman
Poster

Posts: 219

Shitposter


« Reply #168 on: November 24, 2010, 07:18:27 PM »

Is there any way to include a driveable vehicle entity? I might need to customize the vehicle codes a little, but I want an airboat as a form of travel, with no armor protection from the airboat.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #169 on: November 24, 2010, 09:16:00 PM »

I'm not planning to do more with vehicles than there is right now. Which is some very basic support for the standard gmod vehicles (airboats etc) with the driver's name showing etc.
Raneman
Poster

Posts: 219

Shitposter


« Reply #170 on: December 11, 2010, 05:54:30 PM »

You should consider adding some vehicle support when you're looking for things to do. Nothing says intense like a speedy airboat getaway.
Citizen_001
Build Tester
*
Posts: 3733


Male_07


« Reply #171 on: December 22, 2010, 01:33:00 AM »

Is there any way for a mapper to mimic the effects of an object or player being set on fire with the flare gun?

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from:  Dinner
The first time you see him he comes onto you so hard.
[/quote]
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #172 on: December 22, 2010, 05:25:30 AM »

If you use the lua_run entity in conjunction with a trigger.
1) Create a brush and tie it a trigger_multiple
2) Have the trigger_multiple when detecting the (!activator) send an output to a "lua_run" entity with the output (RunCode)
3) Use the following code in your "lua_run" entity:

Code Regarding Objects:
if(ValidEntity(ACTIVATOR)) then ACTIVATOR:Ignite(); end


or

Code Regarding Players triggering:
if(ValidEntity(TRIGGER_PLAYER)) then TRIGGER_PLAYER:Ignite(); end




Similarly you can use the same (!activator) input from non-trigger player interactions, ex:
- Pressing a button
- Opening a door

Just use the same input (!activator) and have an output sent to an lua_run entity with the above code.

I hope this helps.
Note: This code states it will ignite any object being the !activator, however I have yet to test this out. I'm not too sure if this applies only to physics props.

More info can be seen here:
http://wiki.garrysmod.com/?title=Lua_run_%28entity%29
« Last Edit: December 22, 2010, 05:28:41 AM by Silverstream »
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #173 on: December 22, 2010, 10:05:12 AM »

That would be my suggestion as well. You may want to specify a duration, for example:
if(ValidEntity(ACTIVATOR)) then ACTIVATOR:Ignite( 5 ); end

This will make the !activator burn for 5 seconds.
Raneman
Poster

Posts: 219

Shitposter


« Reply #174 on: December 29, 2010, 01:01:14 AM »

How do I make a conveyor belt that will work with ragdolls, etc? I want to include a garbage disposal for traitors to use, but give innocents a short amount of time to snatch the bodies up before they are lost forever.
Citizen_001
Build Tester
*
Posts: 3733


Male_07


« Reply #175 on: December 29, 2010, 04:05:25 AM »

Thin trigger_push on the surface of an animated texture covered brush. Set flags to include everything, and physics debris.

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from:  Dinner
The first time you see him he comes onto you so hard.
[/quote]
Raneman
Poster

Posts: 219

Shitposter


« Reply #176 on: December 31, 2010, 07:15:08 PM »

I'm wondering about the balance of traitor buttons. My level is going to include a freezer in it, which locks the door when a button is pressed. I'm contemplating making it activated by both a traitor button that can be activated remotely and by the physical button. The way I see it, if a traitor can lure an innocent into the freezer, they deserve the kill. On the other hand, it seems unfair. What should I do?
Sirdownloadsalot
Poster

Posts: 3


Yes, I am Australian, But i do not enjoy BBQ's....


« Reply #177 on: January 01, 2011, 05:48:51 PM »

Hello there, I'm Sirdownloadsalot. Long time player, First time poster.

Anyway, I was ready to start mapping for TTT, but i saw that i had no ttt.fgd. Or any Terrortown directory in my gamemodes files! (Or any others, To be honest)

I do play TTT regualy, And i was just playing around 2 hours ago. Could anyone offer any assistance?

There was a signature here......
It's gone now.....
Raneman
Poster

Posts: 219

Shitposter


« Reply #178 on: January 01, 2011, 05:56:16 PM »

I can confirm that Sirdownloadsalot was indeed playing TTT 2 hours ago.
Also, https://facepunch.svn.beanstalkapp.com/gmodgame/trunk/gamemodes/terrortown/ttt.fgd
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #179 on: January 01, 2011, 06:01:31 PM »

http://ttt.badking.net/mapping-guide#TOC-Downloads
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