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uhhh sry to keep asking 3443534 questions but for a bomb map you use the AAA texture, invis, etc and do func_bomb_target? and does the bomb automatically spawn with a T? and where is says target(when bomb blows up) that means if i name something "example1" and type that where it says target when bomb blows up that object will blow up with it? and if i name 50 things the same name they all blow up with it?
also any way to spawn as a t and test it?
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2008 Dec 7 at 19:46 UTC
— Ed. 2008 Dec 7 at 20:09 UTC
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Danemj3 said: uhhh sry to keep asking 3443534 questions but for a bomb map you use the AAA texture, invis, etc and do func_bomb_target? and does the bomb automatically spawn with a T? and where is says target(when bomb blows up) that means if i name something "example1" and type that where it says target when bomb blows up that object will blow up with it? and if i name 50 things the same name they all blow up with it?
also any way to spawn as a t and test it?
yes a func_bomb_target is the area where you can plant the bomb. Note that it doesn't need to touch the floor, it only needs to be reachable by a player. But it can as well touch the floor (touch, not be in it).
Yes, the bomb should spawn with a T automatically if there is a func_bomb_target entity somewhere. I think
The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works if he said it) name all the entities you want to trigger with the same name.
To spawn as a T, you could just start a new game, uncheck the CPU players (if you have them) and try.
Or you can do this:
Killer-Duck said: Edit the .bat-file and add "+deathmatch 1" before "+map mapname":
eg:
Quote:
@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Steam\SteamApps\EMAIL\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +deathmatch 1 +map mapname
(This is the Steam-version of the batch-file, if you're using non-steam it's practically the same, you just +deathmatch 1 before +map mapname...)
Though I'm not sure if you'll spawn with the bomb then.
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 7 at 21:43 UTC
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Mate de Vita said: Danemj3 said: uhhh sry to keep asking 3443534 questions but for a bomb map you use the AAA texture, invis, etc and do func_bomb_target? and does the bomb automatically spawn with a T? and where is says target(when bomb blows up) that means if i name something "example1" and type that where it says target when bomb blows up that object will blow up with it? and if i name 50 things the same name they all blow up with it?
also any way to spawn as a t and test it?
yes a func_bomb_target is the area where you can plant the bomb. Note that it doesn't need to touch the floor, it only needs to be reachable by a player. But it can as well touch the floor (touch, not be in it).
Yes, the bomb should spawn with a T automatically if there is a func_bomb_target entity somewhere. I think
The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works if he said it) name all the entities you want to trigger with the same name.
To spawn as a T, you could just start a new game, uncheck the CPU players (if you have them) and try.
Or you can do this:
Killer-Duck said: Edit the .bat-file and add "+deathmatch 1" before "+map mapname":
eg:
Quote:
@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Steam\SteamApps\EMAIL\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +deathmatch 1 +map mapname
(This is the Steam-version of the batch-file, if you're using non-steam it's practically the same, you just +deathmatch 1 before +map mapname...)
Though I'm not sure if you'll spawn with the bomb then.
okay thank you.. typing that in there made me spawn as T and since your the only one then of course u get bomb automatically.. bomb site works fine..
more questions tho..
can you control explosion radius? or is that based on the server your map is loaded to? and bomb timer? and how much time b4 u can move? and what the explosion looks like?
and on a separate note.. how your map looks when you compile is exactly how it will look in all servers unless they have some special feature to change ur lighting right?
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2008 Dec 7 at 22:14 UTC
— Ed. 2008 Dec 7 at 23:22 UTC
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Danemj3 said: more questions tho..
can you control explosion radius? or is that based on the server your map is loaded to? and bomb timer? and how much time b4 u can move? and what the explosion looks like?
and on a separate note.. how your map looks when you compile is exactly how it will look in all servers unless they have some special feature to change ur lighting right?
explosion radius, maybe, don't know about that one. You could make it bigger using env_explosion but I don't know how to change the radius otherwise, maybe KD will know. Try googling server commands.
Bomb timer and freeze time (the time, when you can't move and can only use secondary fire at the beginning of every round) are both server-side settings.
And yes, the map should look like what it looks like when you compile it.
EDIT: haha, told you KD would know.
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 8 at 14:49 UTC
— Ed. 2008 Dec 8 at 19:57 UTC
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Mate de Vita said: Danemj3 said: more questions tho..
can you control explosion radius? or is that based on the server your map is loaded to? and bomb timer? and how much time b4 u can move? and what the explosion looks like?
and on a separate note.. how your map looks when you compile is exactly how it will look in all servers unless they have some special feature to change ur lighting right?
explosion radius, maybe, don't know about that one. You could make it bigger using env_explosion but I don't know how to change the radius otherwise. Try googling server commands.
Bomb timer and freeze time (the time, when you can't move and can only use secondary fire at the beginning of every round) are both server-side settings.
And yes, the map should look like what it looks like when you compile it.
ok thank you again for your answers.. helps me every time.. does anyone else know about explosion radius? i dont need everyone on map to die every time bomb goes off.. let me know plz
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2008 Dec 8 at 16:23 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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The explosion radius will be the default size which, assuming you've played CounterStrike, you will know.
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2008 Dec 8 at 16:41 UTC
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Insert a info_map_parameters in your map, it got "Bomb Radius"-setting.
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2008 Dec 8 at 19:55 UTC
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Mate de Vita said: You could make it bigger using env_explosion but I don't know how to change the radius otherwise, maybe KD will know.
Killer-Duck said: Insert a info_map_parameters in your map, it got "Bomb Radius"-setting.
And once again: I win!
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 8 at 19:59 UTC
— Ed. 2008 Dec 8 at 20:00 UTC
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Killer-Duck said: Insert a info_map_parameters in your map, it got "Bomb Radius"-setting.
okay worked great, thanks again.. still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?
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2008 Dec 9 at 02:45 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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Mate de Vita said: And once again: I win!
Knowing that KD will know isn't anything special...
May contain traces of invisible text.
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2008 Dec 9 at 12:10 UTC
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Danemj3 said: still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?
and I quote:
Mate de Vita said: The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works since he said it) name all the entities you want to trigger with the same name.
If you want the garbage can to blow up, place an env_explosion inside it and put its (the env_explosion's) name in the target property of the func_bomb_target.
Btw guys is it possible to make a trigger change the size/shape/direction of a brush?
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 9 at 13:58 UTC
— Ed. 2008 Dec 9 at 13:59 UTC
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Mate de Vita said: Danemj3 said: still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?
and I quote:
Mate de Vita said: The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works since he said it) name all the entities you want to trigger with the same name.
If you want the garbage can to blow up, place an env_explosion inside it and put its (the env_explosion's) name in the target property of the func_bomb_target.
Btw guys is it possible to make a trigger change the size/shape/direction of a brush?
anywhere inside of it? does the magnitude matter? and so i name the env_explosion example1 and then name the bomb plant brush example one and then what?
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2008 Dec 10 at 04:21 UTC
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Danemj3 said: Mate de Vita said: Danemj3 said: still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?
and I quote:
Mate de Vita said: The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works since he said it) name all the entities you want to trigger with the same name.
If you want the garbage can to blow up, place an env_explosion inside it and put its (the env_explosion's) name in the target property of the func_bomb_target.
Btw guys is it possible to make a trigger change the size/shape/direction of a brush?
anywhere inside of it? does the magnitude matter? and so i name the env_explosion example1 and then name the bomb plant brush example one and then what?
the place where you put the env_explosion will be the centre of the explosion.
the magnitude will determine how big the explosion will be (try different magnitudes and see which one you like best). It says on twhl that 100 is an average explosion.
then you put "example1" in the target property of the info_bomb_target.
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 10 at 12:20 UTC
— Ed. 2008 Dec 10 at 12:21 UTC
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Mate de Vita said: Danemj3 said: Mate de Vita said: Danemj3 said: still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?
and I quote:
Mate de Vita said: The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works since he said it) name all the entities you want to trigger with the same name.
If you want the garbage can to blow up, place an env_explosion inside it and put its (the env_explosion's) name in the target property of the func_bomb_target.
Btw guys is it possible to make a trigger change the size/shape/direction of a brush?
anywhere inside of it? does the magnitude matter? and so i name the env_explosion example1 and then name the bomb plant brush example one and then what?
the place where you put the env_explosion will be the centre of the explosion.
the magnitude will determine how big the explosion will be (try different magnitudes and see which one you like best). It says on twhl that 100 is an average explosion.
then you put "example1" in the target property of the info_bomb_target.
and so name the env_explosion whatever you put in target of bomb target? and it will blow up brushes around it?
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2008 Dec 11 at 04:24 UTC
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Danemj3 said: Mate de Vita said: Danemj3 said: Mate de Vita said: Danemj3 said: still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?
and I quote:
Mate de Vita said: The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works since he said it) name all the entities you want to trigger with the same name.
If you want the garbage can to blow up, place an env_explosion inside it and put its (the env_explosion's) name in the target property of the func_bomb_target.
Btw guys is it possible to make a trigger change the size/shape/direction of a brush?
anywhere inside of it? does the magnitude matter? and so i name the env_explosion example1 and then name the bomb plant brush example one and then what?
the place where you put the env_explosion will be the centre of the explosion.
the magnitude will determine how big the explosion will be (try different magnitudes and see which one you like best). It says on twhl that 100 is an average explosion.
then you put "example1" in the target property of the info_bomb_target.
and so name the env_explosion whatever you put in target of bomb target? and it will blow up brushes around it?
yes? no? maybe so?
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2008 Dec 11 at 16:48 UTC
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Danemj3 said: and so name the env_explosion whatever you put in target of bomb target? and it will blow up brushes around it?
well yes for the first part but no for the second. An env_explosion will only make an explosion, but I don't think it will in any way affect the brushes around it.
I don't think there even is a way of changing a brush's shape with triggers. Though I might also be wrong about that, since I've only been mapping for a short time. So I think you should wait for someone else to confirm this.
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 11 at 16:53 UTC
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Mate de Vita said: Danemj3 said: and so name the env_explosion whatever you put in target of bomb target? and it will blow up brushes around it?
well yes for the first part but no for the second. An env_explosion will only make an explosion, but I don't think it will in any way affect the brushes around it.
I don't think there even is a way of changing a brush's shape with triggers. Though I might also be wrong about that, since I've only been mapping for a short time. So I think you should wait for someone else to confirm this.
okay well i want to blow the crap out of an item that wasnt previously breakable.. if you have ever played de_rats, just like how the facet blows up when the bomb goes off.. if anyone knows how to do this.. would be great
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2008 Dec 12 at 19:51 UTC
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Danemj3 said: okay well i want to blow the crap out of an item that wasnt previously breakable.. if you have ever played de_rats, just like how the facet blows up when the bomb goes off.. if anyone knows how to do this.. would be great
oh so you want to blow it up completely. That's possible.
OK first make the brush you want to blow up a func_breakable, name it for example 'can'. Then under its flags check trigger only. Set all other properties as you wish.
Then make an env_explosion inside it, name it e.g. 'exp' and set the magnitude as you wish.
Then make the func_bomb_target. Set anything you want again. Set its target to 'multi'.
Lastly make a multi_manager, name it 'multi', then disable SmartEdit and press add then enter under key 'exp' and under value 0, press ok, press add again, enter 'can' under key an 0 under value.
This should work. I think.
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 12 at 20:01 UTC
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Mate de Vita said: Danemj3 said: okay well i want to blow the crap out of an item that wasnt previously breakable.. if you have ever played de_rats, just like how the facet blows up when the bomb goes off.. if anyone knows how to do this.. would be great
oh so you want to blow it up completely. That's possible.
OK first make the brush you want to blow up a func_breakable, name it for example 'can'. Then under its flags check trigger only. Set all other properties as you wish.
Then make an env_explosion inside it, name it e.g. 'exp' and set the magnitude as you wish.
Then make the func_bomb_target. Set anything you want again. Set its target to 'multi'.
Lastly make a multi_manager, name it 'multi', then disable SmartEdit and press add then enter under key 'exp' and under value 0, press ok, press add again, enter 'can' under key an 0 under value.
This should work. I think.
on the flags tab there are just a bunch of boxes you can check and thats it.. no text next to them.. just boxes no words.. sounded good until i got to that point..
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2008 Dec 13 at 22:55 UTC
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are you sure you were checking the flags of the func_breakable?
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 14 at 09:23 UTC
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Mate de Vita said: are you sure you were checking the flags of the func_breakable?
thank you for all your help with that.. i got it..
separate issue though.. if i am making a vent in my map and want the sound of them walking on metal like some textures give how can i accomplish that? i used a duct texture but doesnt make the metal noise.. anyone know?
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2008 Dec 14 at 22:08 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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i dont have cs anymore, but i believe there is a sound.txt or something like that in the cstrike/sound folder
edit: wow mate de vate, 200+ posts? omg spammer
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2008 Dec 15 at 01:57 UTC
— Ed. 2008 Dec 15 at 01:58 UTC
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SRAW said: i dont have cs anymore, but i believe there is a sound.txt or something like that in the cstrike/sound folder
edit: wow mate de vate, 200+ posts? omg spammer
its de vita and he was very helpful.. unlike you..
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2008 Dec 15 at 06:22 UTC
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Danemj3 said: its de vita
omg someone actually spelled my name right
SRAW said: edit: wow mate de vate, 200+ posts? omg spammer
Trust me, when I start spamming for real, it will go up to eDan-like post count in a week
...and that's the bottom line because Mate de Vita said so.
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2008 Dec 15 at 12:54 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Edan managed an average of six posts per day, biznotches.
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2008 Dec 15 at 13:50 UTC
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