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Post by poison on Jun 26, 2010 12:00:26 GMT
Hey, i just started to make my first map. And i make a puzzlemap for HL2DM. But i have some problems. 1° How can i make it that when pll spawn as a combine they autoswitch to rebel? 2° I make it that pll lose there weapons when they spawn, but you see that the weapons are trow away. How can i make it that you don't see the weapons that are trowed away? Or is there a better way to fix this? 3° How can i make a teleport BUTTON? So when you press it it teleports you. 4° How you make a teleport that teleport a airboat with you inside? 5° I have a lvl in my map that is with doors. You need to pick them up with your gravgun and move with them to a goal. But how can you make it that the doors don't fall when you let them go? 6° I also have a airboat lvl in my map. But the airboats need to respawn to there original location when you leave the boat. How do you do that? 7° I place some gravguns on the ground and when you shoot them away they respawn but how can i make them respawn faster? Now it takes like 10sec or longer to respawn? Plz help me, thx
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Post by Zeph on Jun 26, 2010 13:05:07 GMT
1) Don't include any Combine spawn points, only use Rebel ones.
2) Use a trigger_weapon_strip over the starting locations, and use the keyvalue "Kill Weapons -> Yes".
3) Where the player stands when pressing the button, make a trigger_teleport. Tick the flag "clients". Enable it on button press, and disable it a few seconds later. EG: OnPressed -> "TeleporterName" -> Enable OnPressed -> "TeleporterName" -> Disable -> Delay -> "1"
4) There is no "client in vehicle" flag, so not sure it's possible.
5) Move doors? When dropping something from your gravgun, it's a physics object, so it will always fall.
6) Add an output to the Airboat: OnPlayerOff -> !self -> kill OnPlayerOff -> "PointTemplateName" -> Force Spawn -> delay -> "1" You will need to make a Point_Template with the boat entity as it's template01.
7) This should be in the game mechanics, and will need to be modded in the level to change. I cannot find what file to edit, hopefully someone else can.
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Post by poison on Jun 26, 2010 13:38:41 GMT
For the first one, i already tried to remove the combine but then the game crashed.
I now gonna try the other things.
But i know for the airboat teleport with somebody inside i already saw that in a map, so it is possible. And also the doors is possible watch this video, i just want the same. When you let go the door it stays on that possition.
Video:
And for the respawn speed for the guns, is there no other way so the guns are like between a invisible wall but you still can get them?
Thx
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Post by poison on Jun 26, 2010 13:55:58 GMT
Hey i tried the things but the teleport and airboat doesn't work Maybe i do something wrong, can you plz explain it again for those two and tell me what flags and things i need to do to make it work. The weapon remover works ty for that. Thx
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Post by Zeph on Jun 26, 2010 15:46:51 GMT
for the gun wall, try making a Func_clip_vphysics. Objects cannot pass through it, but players can.
The doors in the movie weren't touched by the physgun. To make them not move is motion disabled. To make the gun not touch them, disable pickup.
For the airboat, try ticking Clients, Pushables, and Physics Objects.
For the doors, add the output: OnPlayerGunDrop -> !self -> Disable Motion
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Post by poison on Jun 26, 2010 16:39:42 GMT
with !self you mean type !self there ?
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Post by poison on Jun 26, 2010 17:10:26 GMT
Ok i just tried everything. The gun problem is ok. But the doors and airboat almost.
When i let the door go it stays there like it should be but then i can't pick it up again :S
Also at the airboat when i leave it it kills the airboat but i don't realy understand the point_template, can you type a example
Thx
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Post by poison on Jun 27, 2010 0:33:59 GMT
Airboat problem solved now just the doors. They stop moving but i can't grab them after it.
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Post by poison on Jun 27, 2010 13:05:26 GMT
Can plz somebody help me with this problem ?
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Post by Zeph on Jun 27, 2010 13:07:15 GMT
!self question -> yes. sorry, should have put it in quote marks! "!self" means itself, "!activator" means the entity with the corresponding output to the entity's input.
Doors -> Tick "Enable motion on Physcannon grab" flag.
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Post by poison on Jun 27, 2010 14:15:12 GMT
Yey it works ty so mutch !
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Post by Zeph on Jun 27, 2010 20:59:13 GMT
You're welcome.
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Post by poison on Jun 28, 2010 19:21:33 GMT
Uhh, just two more questions. I don't realy understand what to do for the teleport button, i never get it to work And also the autoswitch team is a problem, when i don't put the combine in it crashed the game. A friend told me to use filter_activator_team but i don't understand it :S Thx
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Post by Zeph on Jun 28, 2010 20:52:05 GMT
Where the player stands when pressing the button, make a trigger_teleport. Tick the flag "clients". Enable it on button press, and disable it a few seconds later. EG: OnPressed -> "TeleporterName" -> Enable OnPressed -> "TeleporterName" -> Disable -> Delay -> "1" That's quite clear. Make the Trigger_Teleporter brush around the button, so if the player can reach the button, he's inside the brush. For the teams, this is the entity you want: developer.valvesoftware.com/wiki/Game_player_teamHowever i can't see any input you can use, so im not too sure how to make it work. Perhaps have it's target as the spawn point's name?
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Post by poison on Jun 28, 2010 21:36:10 GMT
Yey teleport works, now try the other thing
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